;==========================================================================================
;******************************************************************************************
;トレーニングモード関連
;******************************************************************************************
;==========================================================================================
;var(0)=モード選択
;var(1)=なずな技表選択
;var(2)=本体とアルカナのどちらの技表を出すか
;var(3)=ゲージデザインの式簡略化用
;var(4)=ボイス番号

[Statedef 20000]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 1
anim = 7000

[State 20000, 1]
type = DisplayToClipboard
trigger1 = 1
text = "root,fvar(9) = %f, var(0) = %d, NumExplod(20340) = %d"
params = root,fvar(9),var(0),NumExplod(20340)
ignorehitpause = 1


[State 20000, 音]
type = PlaySnd
trigger1 = time = 0
trigger1 = var(0) = 0
value = S4,12
channel = 20
volume = root,var(21)

[State 20000, 1]
type = SuperPause
trigger1 = time = 0
trigger1 = var(0) = 0
time = 99999999
anim = -1
;sound = S100,1
pos = 0,0
movetime = 99999999
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 20000, 1]
type = varset
trigger1 = time = 0
trigger1 = var(0) = 0
v = 0
value = 1
persistent = 0

[State 20000, 2]
type = Explod
trigger1 = NumExplod(20000) = 0
anim = 20000
ID = 20000
pos = 0, 240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 1, 1
sprpriority = 7
ownpal = 1

[State 20000, 2]
type = Explod
trigger1 = NumExplod(20001) = 0
anim = 20001
ID = 20001
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 8
ownpal = 1

[State 20000, 2];工事中
type = Explod
trigger1 = NumExplod(21999) = 0
anim = 7505
ID = 21999
pos = ifelse(facing = 1,50,370), 208
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 10
ownpal = 1



[State 20000, 選択棒]
type = Explod
trigger1 = NumExplod(20002) = 0
anim = 20002
ID = 20002
pos = ifelse(facing = 1,0,320), var(0)*24
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1


[State 20000, 音]
type = PlaySnd
trigger1 = root,command = "hold2" || root,command = "hold8"
value = S4,10
channel = 20
volume = root,var(21)
persistent = 10

[State 20000, 選択棒位置変化]
type = varadd
trigger1 = root,command = "hold2"
v = 0
value = ifelse(var(0) = 9,-8,1)
persistent = 10
[State 20000, 選択棒位置変化]
type = varadd
trigger1 = root,command = "hold8"
v = 0
value = ifelse(var(0) = 1,8,-1)
persistent = 10

[State 20000, 選択棒位置変化]
type = ModifyExplod
trigger1 = NumExplod(20002) = 1
ID = 20002
pos = ifelse(facing = 1,0,320), var(0)*24
postype = back
facing = ifelse(facing = 1,1,-1)

[State 20000, 選択肢]
type = Explod
trigger1 = NumExplod(20004 + var(0)) = 0
trigger1 = var(0) = [1,9]
anim = 20004 + var(0)
ID = 20004 + var(0)
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1


[State 20000, 10]
type = RemoveExplod
trigger1 = var(0) != 1
ID = 20005
[State 20000, 10]
type = RemoveExplod
trigger1 = var(0) != 2
ID = 20006
[State 20000, 10]
type = RemoveExplod
trigger1 = var(0) != 3
ID = 20007
[State 20000, 10]
type = RemoveExplod
trigger1 = var(0) != 4
ID = 20008
[State 20000, 10]
type = RemoveExplod
trigger1 = var(0) != 5
ID = 20009
[State 20000, 10]
type = RemoveExplod
trigger1 = var(0) != 6
ID = 20010
[State 20000, 10]
type = RemoveExplod
trigger1 = var(0) != 7
ID = 20011
[State 20000, 10]
type = RemoveExplod
trigger1 = var(0) != 8
ID = 20012
[State 20000, 10]
type = RemoveExplod
trigger1 = var(0) != 9
ID = 20013




[State 20000, 選択矢印]
type = Explod
triggerall = NumExplod(20003) = 0
triggerall = var(0) != 7 && var(0) != 9
trigger1 = root,command = "hold4" && facing = 1
trigger2 = root,command = "hold6" && facing = -1
anim = 20003
ID = 20003
pos = ifelse(facing = 1,0,320), -8 + var(0)*24
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1
persistent = 10
[State 20000, 選択矢印]
type = Explod
triggerall = NumExplod(20004) = 0
triggerall = var(0) != 7 && var(0) != 9
trigger1 = root,command = "hold6" && facing = 1
trigger2 = root,command = "hold4" && facing = -1
anim = 20004
ID = 20004
pos = ifelse(facing = 1,0,320), -8 + var(0)*24
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1
persistent = 10


[State 20000, 音]
type = PlaySnd
trigger1 = root,command = "hold4"
trigger1 = var(0) != 7 && var(0) != 9
value = S4,11
channel = 20
volume = root,var(21)
persistent = 10
[State 20000, 音]
type = PlaySnd
trigger1 = root,command = "hold6"
trigger1 = var(0) != 7 && var(0) != 9
value = S4,11
channel = 20
volume = root,var(21)
persistent = 10

[State 20000, 1]
type = varset
trigger1 = 1
v = 3
value = floor(root,fvar(9)*0.001)

[State 20000, ゲージデザイン選択]
type = Parentvarset
triggerall = var(0) = 1
trigger1 = root,command = "hold4" && facing = 1
trigger2 = root,command = "hold6" && facing = -1
fv = 9
value = (var(3)+ifelse(var(3)=1,2,-1))*1000+(root,fvar(9)-var(3)*1000)
persistent = 10
[State 20000, ゲージデザイン選択]
type = Parentvarset
triggerall = var(0) = 1
trigger1 = root,command = "hold6" && facing = 1
trigger2 = root,command = "hold4" && facing = -1
fv = 9
value = (var(3)+ifelse(var(3)=3,-2,1))*1000+(root,fvar(9)-var(3)*1000)
persistent = 10



[State 20000, 画像]
type = Explod
trigger1 = NumExplod(20013 + floor(root,fvar(9)*0.001)+ifelse(var(0)=1,54,0)) = 0
anim = 20013 + floor(root,fvar(9)*0.001)+ifelse(var(0)=1,54,0)
ID = 20013 + floor(root,fvar(9)*0.001)+ifelse(var(0)=1,54,0)
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1

[State 20000, 1]
type = RemoveExplod
trigger1 = var(0) = 1
trigger2 = var(0) != 1
trigger2 = floor(root,fvar(9)*0.001) = 2 || floor(root,fvar(9)*0.001) = 3
ID = 20014
[State 20000, 1]
type = RemoveExplod
trigger1 = var(0) = 1
trigger2 = var(0) != 1
trigger2 = floor(root,fvar(9)*0.001) = 1 || floor(root,fvar(9)*0.001) = 3
ID = 20015
[State 20000, 1]
type = RemoveExplod
trigger1 = var(0) = 1
trigger2 = var(0) != 1
trigger2 = floor(root,fvar(9)*0.001) = 1 || floor(root,fvar(9)*0.001) = 2
ID = 20016
[State 20000, 1]
type = RemoveExplod
trigger1 = var(0) != 1
trigger2 = var(0) = 1
trigger2 = floor(root,fvar(9)*0.001) = 2 || floor(root,fvar(9)*0.001) = 3
ID = 20068
[State 20000, 1]
type = RemoveExplod
trigger1 = var(0) != 1
trigger2 = var(0) = 1
trigger2 = floor(root,fvar(9)*0.001) = 1 || floor(root,fvar(9)*0.001) = 3
ID = 20069
[State 20000, 1]
type = RemoveExplod
trigger1 = var(0) != 1
trigger2 = var(0) = 1
trigger2 = floor(root,fvar(9)*0.001) = 1 || floor(root,fvar(9)*0.001) = 2
ID = 20070




[State 20000, アルカナセレクト]
type = Parentvarset
triggerall = var(0) = 2
trigger1 = root,command = "hold6" && facing = 1
trigger2 = root,command = "hold4" && facing = -1
v = 1
value = ifelse(root,var(1)=1,3,ifelse(root,var(1) = 3,5,ifelse(root,var(1) = 5,6,ifelse(root,var(1) = 6,12,1))))
persistent = 10
[State 20000, アルカナセレクト]
type = Parentvarset
triggerall = var(0) = 2
trigger1 = root,command = "hold4" && facing = 1
trigger2 = root,command = "hold6" && facing = -1
v = 1
value = ifelse(root,var(1)=1,12,ifelse(root,var(1) = 3,1,ifelse(root,var(1) = 5,3,ifelse(root,var(1) = 6,5,6))))
persistent = 10


[State 20000, アルカナセレクト]
type = Explod
trigger1 = NumExplod(20019 + root,var(1)) = 0
anim = 20019 + root,var(1)
ID = 20019 + root,var(1)
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1

[State 20000, 消滅]
type = RemoveExplod
trigger1 = root,var(1) != 1
ID = 20020
[State 20000, 消滅]
type = RemoveExplod
trigger1 = root,var(1) != 2
ID = 20021
[State 20000, 消滅]
type = RemoveExplod
trigger1 = root,var(1) != 3
ID = 20022
[State 20000, 消滅]
type = RemoveExplod
trigger1 = root,var(1) != 4
ID = 20023
[State 20000, 消滅]
type = RemoveExplod
trigger1 = root,var(1) != 5
ID = 20024
[State 20000, 消滅]
type = RemoveExplod
trigger1 = root,var(1) != 6
ID = 20025
[State 20000, 消滅]
type = RemoveExplod
trigger1 = root,var(1) != 7
ID = 20026
[State 20000, 消滅]
type = RemoveExplod
trigger1 = root,var(1) != 8
ID = 20027
[State 20000, 消滅]
type = RemoveExplod
trigger1 = root,var(1) != 9
ID = 20028
[State 20000, 消滅]
type = RemoveExplod
trigger1 = root,var(1) != 10
ID = 20029
[State 20000, 消滅]
type = RemoveExplod
trigger1 = root,var(1) != 11
ID = 20030
[State 20000, 消滅]
type = RemoveExplod
trigger1 = root,var(1) != 12
ID = 20031




[State 20000, パワーゲージ選択]
type = Parentvarset
trigger1 = var(0) = 3
trigger1 = root,command = "hold4" || root,command = "hold6"
fv = 9
value = root,fvar(9) + ifelse(floor(0.01*(root,fvar(9)-floor(root,fvar(9)*0.001)*1000))=1,-1,1)*100
persistent = 10

[State 20000, 画像]
type = Explod
trigger1 = NumExplod(20050 + floor(0.01*(root,fvar(9)-floor(root,fvar(9)*0.001)*1000)) +ifelse(var(0)=3,54,0)) = 0
anim = 20050 + floor(0.01*(root,fvar(9)-floor(root,fvar(9)*0.001)*1000))+ifelse(var(0)=3,54,0)
ID = 20050 + floor(0.01*(root,fvar(9)-floor(root,fvar(9)*0.001)*1000))+ifelse(var(0)=3,54,0)
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1

[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) = 3
trigger2 = var(0) != 3
trigger2 = floor(0.01*(root,fvar(9)-floor(root,fvar(9)*0.001)*1000)) = 1
ID = 20050
[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) = 3
trigger2 = var(0) != 3
trigger2 = floor(0.01*(root,fvar(9)-floor(root,fvar(9)*0.001)*1000)) = 0
ID = 20051
[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) != 3
trigger2 = var(0) = 3
trigger2 = floor(0.01*(root,fvar(9)-floor(root,fvar(9)*0.001)*1000)) = 1
ID = 20104
[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) != 3
trigger2 = var(0) = 3
trigger2 = floor(0.01*(root,fvar(9)-floor(root,fvar(9)*0.001)*1000)) = 0
ID = 20105





[State 20000, ホーミングゲージ選択]
type = Parentvarset
trigger1 = var(0) = 4
trigger1 = root,command = "hold4" || root,command = "hold6"
fv = 9
value = root,fvar(9) + ifelse((floor(0.1*root,fvar(9))-floor(0.01*root,fvar(9))*10)=1,-10,10)
persistent = 10

[State 20000, 画像]
type = Explod
trigger1 = NumExplod(20052 + (floor(0.1*root,fvar(9))-floor(0.01*root,fvar(9))*10) +ifelse(var(0)=4,54,0)) = 0
anim = 20052 + (floor(0.1*root,fvar(9))-floor(0.01*root,fvar(9))*10) +ifelse(var(0)=4,54,0)
ID = 20052 + (floor(0.1*root,fvar(9))-floor(0.01*root,fvar(9))*10) +ifelse(var(0)=4,54,0)
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1

[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) = 4
trigger2 = var(0) != 4
trigger2 = (floor(0.1*root,fvar(9))-floor(0.01*root,fvar(9))*10) = 1
ID = 20052
[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) = 4
trigger2 = var(0) != 4
trigger2 = (floor(0.1*root,fvar(9))-floor(0.01*root,fvar(9))*10) = 0
ID = 20053
[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) != 4
trigger2 = var(0) = 4
trigger2 = (floor(0.1*root,fvar(9))-floor(0.01*root,fvar(9))*10) = 1
ID = 20106
[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) != 4
trigger2 = var(0) = 4
trigger2 = (floor(0.1*root,fvar(9))-floor(0.01*root,fvar(9))*10) = 0
ID = 20107




[State 20000, 霊力選択]
type = Parentvarset
trigger1 = var(0) = 5
trigger1 = root,command = "hold4" || root,command = "hold6"
fv = 9
value = root,fvar(9) + ifelse(floor(root,fvar(9))-floor(0.1*root,fvar(9))*10=1,-1,1)
persistent = 10

[State 20000, 画像]
type = Explod
trigger1 = NumExplod(20054 + floor(root,fvar(9))-floor(0.1*root,fvar(9))*10 +ifelse(var(0)=5,54,0)) = 0
anim = 20054 + floor(root,fvar(9))-floor(0.1*root,fvar(9))*10 +ifelse(var(0)=5,54,0)
ID = 20054 + floor(root,fvar(9))-floor(0.1*root,fvar(9))*10 +ifelse(var(0)=5,54,0)
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1

[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) = 5
trigger2 = var(0) != 5
trigger2 = floor(root,fvar(9))-floor(0.1*root,fvar(9))*10 = 1
ID = 20054
[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) = 5
trigger2 = var(0) != 5
trigger2 = floor(root,fvar(9))-floor(0.1*root,fvar(9))*10 = 0
ID = 20055
[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) != 5
trigger2 = var(0) = 5
trigger2 = floor(root,fvar(9))-floor(0.1*root,fvar(9))*10 = 1
ID = 20108
[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) != 5
trigger2 = var(0) = 5
trigger2 = floor(root,fvar(9))-floor(0.1*root,fvar(9))*10 = 0
ID = 20109




[State 20000, カウンター設定選択]
type = Parentvarset
trigger1 = var(0) = 6
trigger1 = root,command = "hold4" || root,command = "hold6"
fv = 9
value = root,fvar(9) + ifelse(floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10=1,-0.01,0.01)
persistent = 10

[State 20000, 画像]
type = Explod
trigger1 = NumExplod(20056 + floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 +ifelse(var(0)=6,54,0)) = 0
anim = 20056 + floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 +ifelse(var(0)=6,54,0)
ID = 20056 + floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 +ifelse(var(0)=6,54,0)
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1

[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) = 6
trigger2 = var(0) != 6
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
ID = 20056
[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) = 6
trigger2 = var(0) != 6
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 0
ID = 20057
[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) != 6
trigger2 = var(0) = 6
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
ID = 20110
[State 20000, 消滅]
type = RemoveExplod
trigger1 = var(0) != 6
trigger2 = var(0) = 6
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 0
ID = 20111



[State 20000, 音]
type = PlaySnd
trigger1 = var(0) = 7
trigger1 = root,command = "a"
value = S4,12
channel = 20
volume = root,var(21)

[State 20000, コマンドリストへ]
type = RemoveExplod
trigger1 = var(0) = 7
trigger1 = root,command = "a"

[State 20000, コマンドリストへ]
type = Explod
trigger1 = var(0) = 7
trigger1 = root,command = "a"
anim = 20000
ID = 20000
pos = 0, 240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 1, 1
sprpriority = 7
ownpal = 1

[State 20000, コマンドリストへ]
type = changestate
trigger1 = var(0) = 7
trigger1 = root,command = "a"
value = 20001




[State 20000, ボイス番号設定]
type = varadd
triggerall = var(0) = 8
trigger1 = root,command = "hold6" && facing = 1
trigger2 = root,command = "hold4" && facing = -1
v = 4
value = ifelse(var(4)=100,-100,1)
persistent = 10
[State 20000, ボイス番号設定]
type = varadd
triggerall = var(0) = 8
trigger1 = root,command = "hold4" && facing = 1
trigger2 = root,command = "hold6" && facing = -1
v = 4
value = ifelse(var(4)=0,100,-1)
persistent = 10



[State 20000, ヴォイス番号・一の位]
type = Explod
trigger1 = NumExplod(20300+var(4)-floor(var(4)*0.1)*10+ifelse(var(0)=8,30,0)) = 0
anim = 20058+var(4)-floor(var(4)*0.1)*10+ifelse(var(0)=8,54,0)
ID = 20300+var(4)-floor(var(4)*0.1)*10+ifelse(var(0)=8,30,0)
pos = ifelse(facing = 1,0,320)+ifelse(facing = 1,7,-7), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 8
ownpal = 1
[State 20000, ヴォイス番号・十の位]
type = Explod
trigger1 = NumExplod(20310+floor(var(4)*0.1)-floor(var(4)*0.01)*10+ifelse(var(0)=8,30,0)) = 0
anim = 20058+floor(var(4)*0.1)-floor(var(4)*0.01)*10+ifelse(var(0)=8,54,0)
ID = 20310+floor(var(4)*0.1)-floor(var(4)*0.01)*10+ifelse(var(0)=8,30,0)
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 8
ownpal = 1
[State 20000, ヴォイス番号・百の位]
type = Explod
trigger1 = NumExplod(20320+floor(var(4)*0.01)+ifelse(var(0)=8,30,0)) = 0
anim = 20058+floor(var(4)*0.01)+ifelse(var(0)=8,54,0)
ID = 20320+floor(var(4)*0.01)+ifelse(var(0)=8,30,0)
pos = ifelse(facing = 1,0,320)+ifelse(facing = 1,-7,7), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 8
ownpal = 1

[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && var(4)-floor(var(4)*0.1)*10 != 0
trigger2 = var(0) = 8 && NumExplod(20300) = 1
trigger3 = var(0) != 8 && NumExplod(20330) = 1
trigger4 = var(0) = 8 && var(4)-floor(var(4)*0.1)*10 != 0
ID = 20300 + ifelse(var(0)=8,ifelse(var(4)-floor(var(4)*0.1)*10 != 0,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && var(4)-floor(var(4)*0.1)*10 != 1
trigger2 = var(0) = 8 && NumExplod(20301) = 1
trigger3 = var(0) != 8 && NumExplod(20331) = 1
trigger4 = var(0) = 8 && var(4)-floor(var(4)*0.1)*10 != 1
ID = 20301 + ifelse(var(0)=8,ifelse(var(4)-floor(var(4)*0.1)*10 != 1,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && var(4)-floor(var(4)*0.1)*10 != 2
trigger2 = var(0) = 8 && NumExplod(20302) = 1
trigger3 = var(0) != 8 && NumExplod(20332) = 1
trigger4 = var(0) = 8 && var(4)-floor(var(4)*0.1)*10 != 2
ID = 20302 + ifelse(var(0)=8,ifelse(var(4)-floor(var(4)*0.1)*10 != 2,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && var(4)-floor(var(4)*0.1)*10 != 3
trigger2 = var(0) = 8 && NumExplod(20303) = 1
trigger3 = var(0) != 8 && NumExplod(20333) = 1
trigger4 = var(0) = 8 && var(4)-floor(var(4)*0.1)*10 != 3
ID = 20303 + ifelse(var(0)=8,ifelse(var(4)-floor(var(4)*0.1)*10 != 3,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && var(4)-floor(var(4)*0.1)*10 != 4
trigger2 = var(0) = 8 && NumExplod(20304) = 1
trigger3 = var(0) != 8 && NumExplod(20334) = 1
trigger4 = var(0) = 8 && var(4)-floor(var(4)*0.1)*10 != 4
ID = 20304 + ifelse(var(0)=8,ifelse(var(4)-floor(var(4)*0.1)*10 != 4,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && var(4)-floor(var(4)*0.1)*10 != 5
trigger2 = var(0) = 8 && NumExplod(20305) = 1
trigger3 = var(0) != 8 && NumExplod(20335) = 1
trigger4 = var(0) = 8 && var(4)-floor(var(4)*0.1)*10 != 5
ID = 20305 + ifelse(var(0)=8,ifelse(var(4)-floor(var(4)*0.1)*10 != 5,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && var(4)-floor(var(4)*0.1)*10 != 6
trigger2 = var(0) = 8 && NumExplod(20306) = 1
trigger3 = var(0) != 8 && NumExplod(20336) = 1
trigger4 = var(0) = 8 && var(4)-floor(var(4)*0.1)*10 != 6
ID = 20306 + ifelse(var(0)=8,ifelse(var(4)-floor(var(4)*0.1)*10 != 6,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && var(4)-floor(var(4)*0.1)*10 != 7
trigger2 = var(0) = 8 && NumExplod(20307) = 1
trigger3 = var(0) != 8 && NumExplod(20337) = 1
trigger4 = var(0) = 8 && var(4)-floor(var(4)*0.1)*10 != 7
ID = 20307 + ifelse(var(0)=8,ifelse(var(4)-floor(var(4)*0.1)*10 != 7,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && var(4)-floor(var(4)*0.1)*10 != 8
trigger2 = var(0) = 8 && NumExplod(20308) = 1
trigger3 = var(0) != 8 && NumExplod(20338) = 1
trigger4 = var(0) = 8 && var(4)-floor(var(4)*0.1)*10 != 8
ID = 20308 + ifelse(var(0)=8,ifelse(var(4)-floor(var(4)*0.1)*10 != 8,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && var(4)-floor(var(4)*0.1)*10 != 9
trigger2 = var(0) = 8 && NumExplod(20309) = 1
trigger3 = var(0) != 8 && NumExplod(20339) = 1
trigger4 = var(0) = 8 && var(4)-floor(var(4)*0.1)*10 != 9
ID = 20309 + ifelse(var(0)=8,ifelse(var(4)-floor(var(4)*0.1)*10 != 9,30,0),30)

[State 20000, 数字消滅10]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 0
trigger2 = var(0) = 8 && NumExplod(20310) = 1
trigger3 = var(0) != 8 && NumExplod(20340) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 0
ID = 20310 + ifelse(var(0)=8,ifelse(floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 0,30,0),30)
[State 20000, 数字消滅11]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 1
trigger2 = var(0) = 8 && NumExplod(20311) = 1
trigger3 = var(0) != 8 && NumExplod(20341) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 1
ID = 20311 + ifelse(var(0)=8,ifelse(floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 1,30,0),30)
[State 20000, 数字消滅12]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 2
trigger2 = var(0) = 8 && NumExplod(20312) = 1
trigger3 = var(0) != 8 && NumExplod(20342) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 2
ID = 20312 + ifelse(var(0)=8,ifelse(floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 2,30,0),30)
[State 20000, 数字消滅13]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 3
trigger2 = var(0) = 8 && NumExplod(20313) = 1
trigger3 = var(0) != 8 && NumExplod(20343) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 3
ID = 20313 + ifelse(var(0)=8,ifelse(floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 3,30,0),30)
[State 20000, 数字消滅14]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 4
trigger2 = var(0) = 8 && NumExplod(20314) = 1
trigger3 = var(0) != 8 && NumExplod(20344) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 4
ID = 20314 + ifelse(var(0)=8,ifelse(floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 4,30,0),30)
[State 20000, 数字消滅15]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 5
trigger2 = var(0) = 8 && NumExplod(20315) = 1
trigger3 = var(0) != 8 && NumExplod(20345) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 5
ID = 20315 + ifelse(var(0)=8,ifelse(floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 5,30,0),30)
[State 20000, 数字消滅16]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 6
trigger2 = var(0) = 8 && NumExplod(20316) = 1
trigger3 = var(0) != 8 && NumExplod(20346) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 6
ID = 20316 + ifelse(var(0)=8,ifelse(floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 6,30,0),30)
[State 20000, 数字消滅17]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 7
trigger2 = var(0) = 8 && NumExplod(20317) = 1
trigger3 = var(0) != 8 && NumExplod(20347) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 7
ID = 20317 + ifelse(var(0)=8,ifelse(floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 7,30,0),30)
[State 20000, 数字消滅18]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 8
trigger2 = var(0) = 8 && NumExplod(20318) = 1
trigger3 = var(0) != 8 && NumExplod(20348) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 8
ID = 20318 + ifelse(var(0)=8,ifelse(floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 8,30,0),30)
[State 20000, 数字消滅19]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 9
trigger2 = var(0) = 8 && NumExplod(20319) = 1
trigger3 = var(0) != 8 && NumExplod(20349) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 9
ID = 20319 + ifelse(var(0)=8,ifelse(floor(var(4)*0.1)-floor(var(4)*0.01)*10 != 9,30,0),30)

[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.01) != 0
trigger2 = var(0) = 8 && NumExplod(20320) = 1
trigger3 = var(0) != 8 && NumExplod(20350) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.01) != 0
ID = 20320 + ifelse(var(0)=8,ifelse(floor(var(4)*0.01) != 0,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.01) != 1
trigger2 = var(0) = 8 && NumExplod(20321) = 1
trigger3 = var(0) != 8 && NumExplod(20351) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.01) != 1
ID = 20321 + ifelse(var(0)=8,ifelse(floor(var(4)*0.01) != 1,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.01) != 2
trigger2 = var(0) = 8 && NumExplod(20322) = 1
trigger3 = var(0) != 8 && NumExplod(20352) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.01) != 2
ID = 20322 + ifelse(var(0)=8,ifelse(floor(var(4)*0.01) != 2,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.01) != 3
trigger2 = var(0) = 8 && NumExplod(20323) = 1
trigger3 = var(0) != 8 && NumExplod(20353) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.01) != 3
ID = 20323 + ifelse(var(0)=8,ifelse(floor(var(4)*0.01) != 3,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.01) != 4
trigger2 = var(0) = 8 && NumExplod(20324) = 1
trigger3 = var(0) != 8 && NumExplod(20354) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.01) != 4
ID = 20324 + ifelse(var(0)=8,ifelse(floor(var(4)*0.01) != 4,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.01) != 5
trigger2 = var(0) = 8 && NumExplod(20325) = 1
trigger3 = var(0) != 8 && NumExplod(20355) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.01) != 5
ID = 20325 + ifelse(var(0)=8,ifelse(floor(var(4)*0.01) != 5,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.01) != 6
trigger2 = var(0) = 8 && NumExplod(20326) = 1
trigger3 = var(0) != 8 && NumExplod(20356) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.01) != 6
ID = 20326 + ifelse(var(0)=8,ifelse(floor(var(4)*0.01) != 6,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.01) != 7
trigger2 = var(0) = 8 && NumExplod(20327) = 1
trigger3 = var(0) != 8 && NumExplod(20357) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.01) != 7
ID = 20327 + ifelse(var(0)=8,ifelse(floor(var(4)*0.01) != 7,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.01) != 8
trigger2 = var(0) = 8 && NumExplod(20328) = 1
trigger3 = var(0) != 8 && NumExplod(20358) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.01) != 8
ID = 20328 + ifelse(var(0)=8,ifelse(floor(var(4)*0.01) != 8,30,0),30)
[State 20000, 数字消滅]
type = RemoveExplod
trigger1 = var(0) != 8 && floor(var(4)*0.01) != 9
trigger2 = var(0) = 8 && NumExplod(20329) = 1
trigger3 = var(0) != 8 && NumExplod(20359) = 1
trigger4 = var(0) = 8 && floor(var(4)*0.01) != 9
ID = 20329 + ifelse(var(0)=8,ifelse(floor(var(4)*0.01) != 9,30,0),30)

[State 20000, ボイス発生]
type = PlaySnd
trigger1 = var(0) = 8
trigger1 = root,command = "a"
trigger1 = var(4) = [0,8]
value = S5,var(4)
channel = 22
volume = root,var(21)

[State 20000, ボイス発生]
type = PlaySnd
trigger1 = var(0) = 8
trigger1 = root,command = "a"
trigger1 = var(4) = [9,15]
value = S6,var(4)-9
channel = 22
volume = root,var(21)

[State 20000, ボイス発生]
type = PlaySnd
trigger1 = var(0) = 8
trigger1 = root,command = "a"
trigger1 = var(4) = [16,23]
value = S7,var(4)-16
channel = 22
volume = root,var(21)

[State 20000, ボイス発生]
type = PlaySnd
trigger1 = var(0) = 8
trigger1 = root,command = "a"
trigger1 = var(4) = [24,32]
value = S8,var(4)-24
channel = 22
volume = root,var(21)

[State 20000, ボイス発生]
type = PlaySnd
trigger1 = var(0) = 8
trigger1 = root,command = "a"
trigger1 = var(4) = [33,40]
value = S9,var(4)-33
channel = 22
volume = root,var(21)

[State 20000, ボイス発生]
type = PlaySnd
trigger1 = var(0) = 8
trigger1 = root,command = "a"
trigger1 = var(4) = [41,52]
value = S10,var(4)-41
channel = 22
volume = root,var(21)

[State 20000, ボイス発生]
type = PlaySnd
trigger1 = var(0) = 8
trigger1 = root,command = "a"
trigger1 = var(4) = [53,54]
value = S11,var(4)-53
channel = 22
volume = root,var(21)

[State 20000, ボイス発生]
type = PlaySnd
trigger1 = var(0) = 8
trigger1 = root,command = "a"
trigger1 = var(4) = [55,66]
value = S12,var(4)-55
channel = 22
volume = root,var(21)

[State 20000, ボイス発生]
type = PlaySnd
trigger1 = var(0) = 8
trigger1 = root,command = "a"
trigger1 = var(4) = [67,74]
value = S13,var(4)-67
channel = 22
volume = root,var(21)

[State 20000, ボイス発生]
type = PlaySnd
trigger1 = var(0) = 8
trigger1 = root,command = "a"
trigger1 = var(4) = [75,82]
value = S14,var(4)-75
channel = 22
volume = root,var(21)

[State 20000, ボイス発生]
type = PlaySnd
trigger1 = var(0) = 8
trigger1 = root,command = "a"
trigger1 = var(4) = [83,89]
value = S15,var(4)-83
channel = 22
volume = root,var(21)

[State 20000, ボイス発生]
type = PlaySnd
trigger1 = var(0) = 8
trigger1 = root,command = "a"
trigger1 = var(4) = 90
value = S16,0
channel = 22
volume = root,var(21)
[State 20000, ボイス発生]
type = PlaySnd
trigger1 = var(0) = 8
trigger1 = root,command = "a"
trigger1 = var(4) = [91,93]
value = S16,var(4)-89
channel = 22
volume = root,var(21)
[State 20000, ボイス発生]
type = PlaySnd
trigger1 = var(0) = 8
trigger1 = root,command = "a"
trigger1 = var(4) = [94,95]
value = S16,var(4)-88
channel = 22
volume = root,var(21)
[State 20000, ボイス発生]
type = PlaySnd
trigger1 = var(0) = 8
trigger1 = root,command = "a"
trigger1 = var(4) = [96,100]
value = S16,var(4)-86
channel = 22
volume = root,var(21)



[State 20000, 10]
type = SuperPause
trigger1 = time >= 10
trigger1 = root,command = "start" || root,command = "b"
time = 1
anim = -1
;sound = S100,1
pos = 0,0
movetime = 1
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 20000, 10]
type = RemoveExplod
trigger1 = time >= 10
trigger1 = root,command = "start" || root,command = "b"

[State 20000, 10]
type = destroyself
trigger1 = time >= 10
trigger1 = root,command = "start" || root,command = "b"






[Statedef 20001]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 1
anim = 7000

[State 20001, 1]
type = varrangeset
trigger1 = time = 0
trigger1 = var(1) = 0 || var(2) = 0
value = 1
first = 1
last = 2

[State 20000, 2]
type = Explod
trigger1 = time = 0
trigger1 = prevstateno = 20002
trigger1 = NumExplod(20000) = 0
anim = 20000
ID = 20000
pos = 0, 240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 1, 1
sprpriority = 7
ownpal = 1

[State 20001, 1]
type = SuperPause
trigger1 = time = 0
trigger1 = prevstateno = 20002
time = 99999999
anim = -1
;sound = S100,1
pos = 0,0
movetime = 99999999
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0


[State 20001, アルカナ技表示へ]
type = RemoveExplod
trigger1 = var(2) = 1
trigger1 = root,command = "hold4" || root,command = "hold6"
ID = 20200
[State 20001, アルカナ技表示へ]
type = RemoveExplod
trigger1 = var(2) = 1
trigger1 = root,command = "hold4" || root,command = "hold6"
ID = 20201

[State 20001, なずな技表示へ]
type = RemoveExplod
trigger1 = var(2) = 2
trigger1 = root,command = "hold4" || root,command = "hold6"
ID = 20205
[State 20001, なずな技表示へ]
type = RemoveExplod
trigger1 = var(2) = 2
trigger1 = root,command = "hold4" || root,command = "hold6"
ID = 20206

[State 20001, 音]
type = PlaySnd
trigger1 = root,command = "hold4" || root,command = "hold6"
value = S4,11
channel = 20
volume = root,var(21)
persistent = 10

[State 20001, 表示切り替え]
type = varset
trigger1 = root,command = "hold4" || root,command = "hold6"
v = 2
value = ifelse(var(2) = 1,2,1)
persistent = 10


[State 20001, 2]
type = Explod
trigger1 = var(2) = 1
trigger1 = NumExplod(20200) = 0
anim = 20200
ID = 20200
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1

[State 20001, 矢印（横１）]
type = Explod
trigger1 = NumExplod(20203) = 0
anim = 20203
ID = 20203
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 8
ownpal = 1
[State 20001, 矢印（横２）]
type = Explod
trigger1 = NumExplod(20204) = 0
anim = 20204
ID = 20204
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 8
ownpal = 1


[State 20001, 矢印（横１）]
type = Explod
triggerall = NumExplod(20207) = 0
trigger1 = root,command = "hold4" && facing = 1
trigger2 = root,command = "hold6" && facing = -1
anim = 20207
ID = 20207
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1
persistent = 10
[State 20001, 矢印（横２）]
type = Explod
triggerall = NumExplod(20208) = 0
trigger1 = root,command = "hold6" && facing = 1
trigger2 = root,command = "hold4" && facing = -1
anim = 20208
ID = 20208
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1
persistent = 10





[State 20001, 選択枠]
type = Explod
trigger1 = var(2) = 1
trigger1 = NumExplod(20201) = 0
anim = 20201
ID = 20201
pos = ifelse(facing = 1,0,320) + ifelse(var(1)=15,ifelse(facing = 1,-144,144),0), 16*var(1) + ifelse(var(1)=15,-48,0)
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 8
ownpal = 1

[State 20001, 音]
type = PlaySnd
trigger1 = root,command = "hold2" || root,command = "hold8"
value = S4,10
channel = 20
volume = root,var(21)
persistent = 10

[State 20001, 選択枠位置変化]
type = varadd
triggerall = var(2) = 1
trigger1 = root,command = "hold2"
v = 1
value = ifelse(var(1) = 15,-14,1)+ifelse((var(1)=1 || var(1)=5),1,0)+ifelse(var(1)=8,2,0)
persistent = 10
[State 20001, 選択枠位置変化]
type = varadd
triggerall = var(2) = 1
trigger1 = root,command = "hold8"
v = 1
value = ifelse(var(1) = 1,14,-1)+ifelse((var(1)=3 || var(1)=7),-1,0)+ifelse(var(1)=11,-2,0)
persistent = 10

[State 20001, 選択枠位置変化]
type = ModifyExplod
triggerall = var(2) = 1
trigger1 = NumExplod(20201) = 1
ID = 20201
pos = ifelse(facing = 1,0,320) + ifelse(var(1)=15,ifelse(facing = 1,-144,144),0), 16*var(1) + ifelse(var(1)=15,-48,0)
postype = back
facing = ifelse(facing = 1,1,-1)



[State 20001, アルカナ技表示]
type = Explod
trigger1 = var(2) = 2
trigger1 = NumExplod(20210 + root,var(1)) = 0
anim = 20210 + root,var(1)
ID = 20210 + root,var(1)
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1

[State 20001, 矢印（縦１）]
type = Explod
trigger1 = var(2) = 2
trigger1 = NumExplod(20205) = 0
anim = 20205
ID = 20205
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 8
ownpal = 1
[State 20001, 矢印（縦２）]
type = Explod
trigger1 = var(2) = 2
trigger1 = NumExplod(20206) = 0
anim = 20206
ID = 20206
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 8
ownpal = 1


[State 20001, 矢印（縦１）]
type = Explod
trigger1 = var(2) = 2
trigger1 = NumExplod(20209) = 0
trigger1 = root,command = "hold8"
anim = 20209
ID = 20209
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1
persistent = 10
[State 20001, 矢印（縦２）]
type = Explod
trigger1 = var(2) = 2
trigger1 = NumExplod(20210) = 0
trigger1 = root,command = "hold2"
anim = 20210
ID = 20210
pos = ifelse(facing = 1,0,320), 0
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1
persistent = 10



[State 20001, アルカナ切り替え]
type = parentvarset
trigger1 = var(2) = 2
trigger1 = root,command = "hold2"
v = 1
value = ifelse(root,var(1)=1,3,ifelse(root,var(1)=3,5,ifelse(root,var(1)=5,6,ifelse(root,var(1)=6,12,1))))
persistent = 10
[State 20001, アルカナ切り替え]
type = parentvarset
trigger1 = var(2) = 2
trigger1 = root,command = "hold8"
v = 1
value = ifelse(root,var(1)=1,12,ifelse(root,var(1)=3,1,ifelse(root,var(1)=5,3,ifelse(root,var(1)=6,5,6))))
persistent = 10

[State 20001, アルカナ切り替え]
type = RemoveExplod
trigger1 = NumExplod(20211) = 1
trigger1 = root,var(1) != 1
trigger2 = var(2) != 2
ID = 20211
[State 20001, アルカナ切り替え]
type = RemoveExplod
trigger1 = NumExplod(20212) = 1
trigger1 = root,var(1) != 2
trigger2 = var(2) != 2
ID = 20212
[State 20001, アルカナ切り替え]
type = RemoveExplod
trigger1 = NumExplod(20213) = 1
trigger1 = root,var(1) != 3
trigger2 = var(2) != 2
ID = 20213
[State 20001, アルカナ切り替え]
type = RemoveExplod
trigger1 = NumExplod(20214) = 1
trigger1 = root,var(1) != 4
trigger2 = var(2) != 2
ID = 20214
[State 20001, アルカナ切り替え]
type = RemoveExplod
trigger1 = NumExplod(20215) = 1
trigger1 = root,var(1) != 5
trigger2 = var(2) != 2
ID = 20215
[State 20001, アルカナ切り替え]
type = RemoveExplod
trigger1 = NumExplod(20216) = 1
trigger1 = root,var(1) != 6
trigger2 = var(2) != 2
ID = 20216
[State 20001, アルカナ切り替え]
type = RemoveExplod
trigger1 = NumExplod(20217) = 1
trigger1 = root,var(1) != 7
trigger2 = var(2) != 2
ID = 20217
[State 20001, アルカナ切り替え]
type = RemoveExplod
trigger1 = NumExplod(20218) = 1
trigger1 = root,var(1) != 8
trigger2 = var(2) != 2
ID = 20218
[State 20001, アルカナ切り替え]
type = RemoveExplod
trigger1 = NumExplod(20219) = 1
trigger1 = root,var(1) != 9
trigger2 = var(2) != 2
ID = 20219
[State 20001, アルカナ切り替え]
type = RemoveExplod
trigger1 = NumExplod(20220) = 1
trigger1 = root,var(1) != 10
trigger2 = var(2) != 2
ID = 20220
[State 20001, アルカナ切り替え]
type = RemoveExplod
trigger1 = NumExplod(20221) = 1
trigger1 = root,var(1) != 11
trigger2 = var(2) != 2
ID = 20221
[State 20001, アルカナ切り替え]
type = RemoveExplod
trigger1 = NumExplod(20222) = 1
trigger1 = root,var(1) != 12
trigger2 = var(2) != 2
ID = 20222



[State 20001, 音]
type = PlaySnd
trigger1 = var(2) = 1
trigger1 = time >= 10
trigger1 = root,command = "a"
value = S4,13
channel = 20
volume = root,var(21)

[State 20001, 10]
type = SuperPause
trigger1 = var(2) = 1
trigger1 = time >= 10
trigger1 = root,command = "a"
time = 1
anim = -1
;sound = S100,1
pos = 0,0
movetime = 1
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 20001, 10]
type = RemoveExplod
trigger1 = var(2) = 1
trigger1 = time >= 10
trigger1 = root,command = "a"

[State 20001, 10]
type = changestate
trigger1 = var(2) = 1
trigger1 = time >= 10
trigger1 = root,command = "a"
value = 20002



[State 20001, 戻る]
type = RemoveExplod
trigger1 = time >= 10
trigger1 = root,command = "b"

[State 20001, 戻る]
type = Explod
trigger1 = time >= 10
trigger1 = root,command = "b"
trigger1 = NumExplod(20000) = 0
anim = 20000
ID = 20000
pos = 0, 240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 1, 1
sprpriority = 7
ownpal = 1

[State 20001, 戻る]
type = changestate
trigger1 = time >= 10
trigger1 = root,command = "b"
value = 20000


[State 20001, 終了]
type = SuperPause
trigger1 = time >= 10
trigger1 = root,command = "start"
time = 1
anim = -1
;sound = S100,1
pos = 0,0
movetime = 1
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 20001, 終了]
type = RemoveExplod
trigger1 = time >= 10
trigger1 = root,command = "start"

[State 20001, 終了]
type = destroyself
trigger1 = time >= 10
trigger1 = root,command = "start"




[Statedef 20002]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 1
anim = 7000

[State 20002, 枠0]
type = Explod
trigger1 = NumExplod(20250) = 0
anim = 20250
ID = 20250
pos = ifelse(facing = 1,0,320), 240
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1
[State 20002, 枠1]
type = Explod
trigger1 = NumExplod(20251) = 0
anim = 20251
ID = 20251
pos = ifelse(facing = 1,0,320), 240
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 20, 0.5
sprpriority = 8
ownpal = 1
[State 20002, 枠2]
type = Explod
trigger1 = NumExplod(20252) = 0
anim = 20252
ID = 20252
pos = ifelse(facing = 1,0,320), 337
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 11, 1.5
sprpriority = 7
ownpal = 1
[State 20002, 枠3]
type = Explod
trigger1 = NumExplod(20253) = 0
anim = 20253
ID = 20253
pos = ifelse(facing = 1,0,320), 240
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 46, 0.5
sprpriority = 8
ownpal = 1

[State 20002, セリフ表示]
type = Explod
trigger1 = NumExplod(20253+var(1)) = 0
anim = 20253+var(1)
ID = 20253+var(1)
pos = ifelse(facing = 1,0,320), 240
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1

[State 20002, 顔表示]
type = Explod
trigger1 = NumExplod(20268+var(1)) = 0
anim = 20268+var(1)
ID = 20268+var(1)
pos = ifelse(facing = 1,0,320), 240
postype = back
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5
sprpriority = 9
ownpal = 1

[State 20002, ボイス]
type = PlaySnd
trigger1 = 1
value = S16,var(1)-1
channel = 21
volume = 200 + root,var(21)
persistent = 0


[State 20002, 1]
type = RemoveExplod
triggerall = time >= 10
trigger1 = root,command = "b"
trigger2 = root,stateno = 20009
trigger2 = (root,prevstateno = [20010,21999]) && root,prevstateno != 20350 && root,prevstateno != 20700 &&(root,prevstateno != [21100,21704])
trigger2 = root,time = 45
trigger3 = root,stateno = 20009
trigger3 = root,prevstateno = 21400 || (root,prevstateno = [21700,21704])
trigger3 = root,time = 60
trigger4 = root,stateno = 20009
trigger4 = root,prevstateno = 21100
trigger4 = root,time = 120
trigger5 = root,stateno = 20009
trigger5 = (root,prevstateno = [21600,21655]) || root,prevstateno = 20350
trigger5 = root,time = 180
trigger6 = root,stateno = 20009
trigger6 = root,prevstateno = 21500
trigger6 = root,time = 240
trigger7 = root,stateno = 20009
trigger7 = root,prevstateno = 20700 || root,prevstateno = 21200
trigger7 = root,time = 270


[State 20002, 1]
type = PlaySnd
triggerall = time >= 10
trigger1 = root,command = "b"
trigger2 = root,stateno = 20009
trigger2 = (root,prevstateno = [20010,21999]) && root,prevstateno != 20350 && root,prevstateno != 20700 &&(root,prevstateno != [21100,21704])
trigger2 = root,time = 45
trigger3 = root,stateno = 20009
trigger3 = root,prevstateno = 21400 || (root,prevstateno = [21700,21704])
trigger3 = root,time = 60
trigger4 = root,stateno = 20009
trigger4 = root,prevstateno = 21100
trigger4 = root,time = 120
trigger5 = root,stateno = 20009
trigger5 = (root,prevstateno = [21600,21655]) || root,prevstateno = 20350
trigger5 = root,time = 180
trigger6 = root,stateno = 20009
trigger6 = root,prevstateno = 21500
trigger6 = root,time = 240
trigger7 = root,stateno = 20009
trigger7 = root,prevstateno = 20700 || root,prevstateno = 21200
trigger7 = root,time = 270
value = S16,15
channel = 21
volume = root,var(21)

[State 20002, 1]
type = changestate
triggerall = time >= 10
trigger1 = root,command = "b"
trigger2 = root,stateno = 20009
trigger2 = (root,prevstateno = [20010,21999]) && root,prevstateno != 20350 && root,prevstateno != 20700 &&(root,prevstateno != [21100,21704])
trigger2 = root,time = 45
trigger3 = root,stateno = 20009
trigger3 = root,prevstateno = 21400 || (root,prevstateno = [21700,21704])
trigger3 = root,time = 60
trigger4 = root,stateno = 20009
trigger4 = root,prevstateno = 21100
trigger4 = root,time = 120
trigger5 = root,stateno = 20009
trigger5 = (root,prevstateno = [21600,21655]) || root,prevstateno = 20350
trigger5 = root,time = 180
trigger6 = root,stateno = 20009
trigger6 = root,prevstateno = 21500
trigger6 = root,time = 240
trigger7 = root,stateno = 20009
trigger7 = root,prevstateno = 20700 || root,prevstateno = 21200
trigger7 = root,time = 270
value = 20001







;ＣＰＵ時暴発防止
[Statedef 20005]
anim=7000
ctrl=0

[State 20005,間違いで本体が来たら立ちへ移行]
type=selfstate
trigger1=!ishelper
value=0

[State 20005,プレイヤー判定]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 20005,立ったら消失]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(19)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 20005,ﾌﾗｸﾞON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1



























;==========================================================================================
;専用ステート******************************************************************************
;==========================================================================================
;******************************************************************************************
;******************************************************************************************
;待機
[Statedef 20007]
type = S
movetype = I
physics = S
velset = 0,0
anim = 0
sprpriority = 1
ctrl = 0

[State 20007, 1]
type = Lifeset
trigger1 = time = 0
value = lifemax

[State 20007, 1]
type = posset
trigger1 = Numhelper(20000) = 1
trigger1 = prevstateno != 20200
trigger1 = time = 0
trigger1 = helper(20000),var(1) != 3 && helper(20000),var(1) != 12 && helper(20000),var(1) != 15
x = ifelse(facing = 1,-100,100)
y = 0

[State 20007, 1]
type = posset
trigger1 = Numhelper(20000) = 1
trigger1 = prevstateno != 20200
trigger1 = time = 0
trigger1 = helper(20000),var(1) = 3 || helper(20000),var(1) = 15
x = floor(enemynear(0),pos x) + ifelse(facing = -1,1,0)
y = 0

[State 21400, 1]
type = posset
trigger1 = Numhelper(20000) = 1
trigger1 = prevstateno != 20200
trigger1 = time = 0
trigger1 = helper(20000),var(1) = 12
x = floor(enemynear(0),pos x) + ifelse(facing = -1,150,-150)
y = 0
persistent = 0



[State 20007, 1]
type = changestate
trigger1 = Numhelper(20000) = 1
trigger1 = time >= 90
trigger1 = helper(20000),var(1) = 1
value = 20010

[State 20007, 1]
type = changestate
trigger1 = Numhelper(20000) = 1
trigger1 = time >= 120
trigger1 = helper(20000),var(1) = 3
value = 20300

[State 20007, 1]
type = changestate
trigger1 = Numhelper(20000) = 1
trigger1 = time >= 120
trigger1 = helper(20000),var(1) = 4
value = 20400

[State 20007, 1]
type = changestate
trigger1 = Numhelper(20000) = 1
trigger1 = time >= 120
trigger1 = helper(20000),var(1) = 5
value = 20700

[State 20007, 1]
type = changestate
trigger1 = Numhelper(20000) = 1
trigger1 = time >= 120
trigger1 = helper(20000),var(1) = 7
value = 20800

[State 20007, 1]
type = changestate
trigger1 = Numhelper(20000) = 1
trigger1 = time >= 120
trigger1 = helper(20000),var(1) = 8
value = 20900

[State 20007, 1]
type = changestate
trigger1 = Numhelper(20000) = 1
trigger1 = time >= 210
trigger1 = helper(20000),var(1) = 11
value = 21200

[State 20007, 1]
type = changestate
trigger1 = Numhelper(20000) = 1
trigger1 = time >= 60
trigger1 = helper(20000),var(1) = 12
value = 21300

[State 20007, 1]
type = changestate
trigger1 = Numhelper(20000) = 1
trigger1 = time >= 60
trigger1 = helper(20000),var(1) = 14
value = 21500

[State 20007, 1]
type = changestate
trigger1 = Numhelper(20000) = 1
trigger1 = time >= 120
trigger1 = helper(20000),var(1) = 13
value = 21600

[State 20007, 1]
type = changestate
trigger1 = Numhelper(20000) = 1
trigger1 = time >= 120
trigger1 = helper(20000),var(1) = 15
value = 21700




;技の間
[Statedef 20008]
type = S
movetype = I
physics = S
velset = 0,0
anim = 0
sprpriority = 1
ctrl = 0

[State 20500, 1]
type = posset
trigger1 = time = 0
trigger1 = prevstateno = 20410 || prevstateno = 20510
x = ifelse(facing = 1,-100,100)
y = 0

[State 20008, 1]
type = changestate
trigger1 = prevstateno = [20010,20200]
trigger1 = time >= 60
value = ifelse(prevstateno = 20010,20100,ifelse(prevstateno = 20100,20200,20010))

[State 20008, 1]
type = changestate
trigger1 = prevstateno = [20400,20510]
trigger1 = time >= 120
value = ifelse(prevstateno = 20410,20500,20600)

[State 20008, 1]
type = changestate
trigger1 = prevstateno = 20800
trigger1 = time >= 60
value = 20800

[State 20008, 1]
type = changestate
trigger1 = prevstateno = 20702
trigger1 = time >= 120
value = 20700

[State 20008, 1]
type = changestate
trigger1 = prevstateno = 20900
trigger1 = time >= 120
value = 21000

[State 20008, 1]
type = changestate
trigger1 = prevstateno = 21000
trigger1 = time >= 120
value = 21100

[State 20008, 1]
type = changestate
trigger1 = prevstateno = 21300
trigger1 = time >= 120
value = 21400

[State 20008, 1]
type = changestate
trigger1 = prevstateno = 21500
trigger1 = time >= 180
value = 21500



;戻る用
[Statedef 20009]
type = S
movetype = I
physics = S
velset = 0,0
anim = 0
sprpriority = 1
ctrl = 0

[State 20009, 1]
type = Lifeset
trigger1 = time = 0
trigger1 = prevstateno != 21200
value = lifemax

[State 20009, 1]
type = Lifeset
trigger1 = time = 119
trigger1 = prevstateno = 21200
value = lifemax

[State 20009, 1]
type = posset
trigger1 = time = 0
y = 0

[State 20009, 1]
type = changestate
triggerall = time >= 60
trigger1 = prevstateno = 21400
trigger2 = prevstateno = [21700,21704]
value = 0
ctrl = 1

[State 20009, 1]
type = changestate
triggerall = time >= 120
trigger1 = prevstateno = 21100
value = 0
ctrl = 1

[State 20009, 1]
type = changestate
triggerall = time >= 180
trigger1 = prevstateno = 20350
trigger2 = prevstateno = [21600,21655]
value = 0
ctrl = 1

[State 20009, 1]
type = changestate
triggerall = time >= 240
trigger1 = prevstateno = 21500
value = 0
ctrl = 1

[State 20009, 1]
type = changestate
triggerall = time >= 270
trigger1 = prevstateno = 20700 || prevstateno = 21200
value = 0
ctrl = 1


[State 20009, 1]
type = changestate
triggerall = time >= 45
trigger1 = prevstateno != 20350
trigger1 = prevstateno != 20700
trigger1 = prevstateno != [21100,21704]
value = 0
ctrl = 1

[State 20009, 1]
type = changestate
trigger1 = Numhelper(20000) = 0
value = 0
ctrl = 1


;==========================================================================================
;杖術・真鉋A
;==========================================================================================
[Statedef 20010]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3000
sprpriority = 1
ctrl = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8,0
channel = 0
volume = -200
ignorehitpause = 1
persistent = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(18) = 0
value = S1,3
channel = 1
volume = -200
persistent = 0


[State 3000, 1]
type = HitDef
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 40,4
getpower = ceil(fvar(5)*100), 66
givepower = ceil(fvar(5)*33), 17
pausetime = 0, 10
guard.pausetime = 0, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1.5, -4
guard.velocity = -1
air.velocity = -0.5, -2
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 5
down.bounce = 0
id = 3000
hitonce = 0
kill = 1
numhits = 1
persistent = 0
guard.dist = 180
p2facing = 1

[State 3000, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3000, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3000, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3000, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3000, 4]
type = changestate
trigger1 = animelemtime(20) = 1
trigger1 = prevstateno = 20008
value = 20020
ctrl = 0

[State 3000, 5]
type = changestate
trigger1 = animtime = 0
value = 20008
ctrl = 0


;=================================
;派生
;=================================
[Statedef 20020]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3010
sprpriority = 1
ctrl = 0

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S8,1
channel = 0
volume = -200
ignorehitpause = 1
persistent = 0

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = movecontact = 0
trigger1 = AnimElemTime(6) >= 0
trigger1 = animelemtime(23) <= 1
value = S3,3
channel = 2
volume = -200
persistent = 5
ignorehitpause = 1

;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha_makana"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 3010, 1]
type = HitDef
trigger1 = animelemtime(9) >= 1
trigger1 = animelemtime(27) <= 1
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 17,2
getpower = ceil(fvar(5)*21), 14
givepower = ceil(fvar(5)*7), 4
pausetime = ceil(2*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 2, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,0,1),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 2 + ifelse(var(25) = 0,0,5)
ground.slidetime = 2 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,5,8)
guard.slidetime = ifelse(enemynear(0),statetype != A,5,8)
air.hittime = ceil(22*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1.5, 0
guard.velocity = -1
air.velocity = ifelse(hitcount = 8, -1.5, 0), ifelse(hitcount = 8,-3,0)
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(22*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -2, 0
down.hittime = 10
down.bounce = 0
id = 3010
hitonce = 0
kill = 1
numhits = 1
guard.dist = 180
nochainID = ifelse(hitcount <= 8,3011,3010)
p2facing = 1

[State 3010, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(27) <= 1
trigger1 = Numhelper(6040) <= 8
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 5

[State 3010, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(27) <= 1
trigger1 = movehit
trigger1 = NumExplod(6041) <= 8
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 5

[State 3010, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(27) <= 1
trigger1 = movehit
trigger1 = NumExplod(6044) <= 8
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 5

[State 3010, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = NumExplod(6050) <= 8
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 10

[State 3010, 4]
type = varset
trigger1 = movehit
trigger1 = var(26) := var(26) -2
fv = 5
value = ifelse(fvar(5) = 1, ceil(fvar(5)*80)*0.01, ceil(fvar(5)*95)*0.01)
ignorehitpause = 1

[State -2, 1];カウンターヒット補正
type = varset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-fvar(5)*100)*0.2)-1)
ignorehitpause = 1

[State 3010, 4]
type = MoveHitReset
trigger1 = movehit
ignorehitpause = 1

[State 3010, 2]
type = changestate
trigger1 = animtime = 0
value = 20009
ctrl = 0







;==========================================================================================
;杖術・真鉋B
;==========================================================================================
[Statedef 20100]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3100
sprpriority = 1
ctrl = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8,0
channel = 0
volume = -200
ignorehitpause = 1
persistent = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(18) = 0
value = S1,3
channel = 1
volume = -200
persistent = 0


[State 3100, 1]
type = HitDef
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(19) <= 2
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 40,4
getpower = ceil(fvar(5)*100), 66
givepower = ceil(fvar(5)*33), 17
pausetime = 0, 10
guard.pausetime = 0, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1.5, -4
guard.velocity = -1
air.velocity = -1.5, -3.5
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 3100
hitonce = 0
kill = 1
numhits = 1
persistent = 0
guard.dist = 180
p2facing = 1

[State 3100, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(19) <= 2
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3100, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(19) <= 2
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3100, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(19) <= 2
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3100, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3100, 5]
type = changestate
trigger1 = animtime = 0
value = 20008
ctrl = 0


;==========================================================================================
;杖術・真鉋C
;==========================================================================================
[Statedef 20200]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3200
sprpriority = 1
ctrl = 0

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8,0
channel = 0
volume = -200
ignorehitpause = 1
persistent = 0

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(18) = 0
value = S1,3
channel = 1
volume = -200
persistent = 0


[State 3200, 1]
type = HitDef
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 40,4
getpower = ceil(fvar(5)*100), 66
givepower = ceil(fvar(5)*33), 17
pausetime = 0, 10
guard.pausetime = 0, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1.5, -6.5
guard.velocity = -1
air.velocity = -0.5, -4
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 3200
hitonce = 0
kill = 1
numhits = 1
persistent = 0
guard.dist = 180
p2facing = 1

[State 3200, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3200, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3200, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3200, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3200, 5]
type = changestate
trigger1 = animtime = 0
value = 20008
ctrl = 0

;==========================================================================================
;杖術・魂極
;==========================================================================================
[Statedef 20300]
type = S
movetype = A
physics = S
anim = 3300
sprpriority = 1
ctrl = 0
velset = 0,0

[State 3300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = S5,4
channel = 0
volume = -200
ignorehitpause = 1


;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "effect_tamakiwa"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 3300, 1]
type = HitDef
trigger1 = animelem = 10
attr = S,SA
hitflag = MAFD
guardflag = LA
affectteam = E
animtype = Light
air.animtype = Light
fall.animtype = Light
priority = 1,Hit
damage = 40,4
getpower = ceil(fvar(5)*100), 66
givepower = ceil(fvar(5)*33), 17
pausetime = 0, 0
guard.pausetime = 6, 6
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
ground.velocity = -3, 0
guard.velocity = -3
air.velocity = -3, -4
airguard.velocity = -0.5, -2
air.juggle = 0
air.fall = 1
fall.recover = 0
;down.velocity = -3, 0
;down.hittime = 10
;down.bounce = 1
id = 3300
hitonce = 0
kill = 1
numhits = 1
p2facing = 1

[State 3300, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
helpertype = normal
name = "hitspark"
ID = 6040
pos = -45,-15
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3300, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-15+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3300, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-15+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3300, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3300, 3]
type = targetstate
trigger1 = NumTarget(3300) >= 1
trigger1 = Target(3300),ishelper = 0
trigger1 = movehit
value = 3360
ID = 3300

[State -2, 杖術・魂極始動（乗算）]
type = varset
trigger1 = movehit
trigger1 = var(26) := var(26) - 4
fv = 5
value = ifelse(fvar(5) = 1, ceil(fvar(5)*91)*0.01, ceil(fvar(5)*91)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = varset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State 3300, 3]
type = changestate
trigger1 = NumTarget(3300) >= 1
trigger1 = Target(3300),ishelper = 0
trigger1 = movehit
value = 20350

[State 3300, 4]
type = changestate
trigger1 = animtime = 0
value = 20009
ctrl = 0


;------------------------------------------------
;ヒット時の本体
;------------------------------------------------
[Statedef 20350]
type = S
movetype = A
physics = S
anim = 3350
sprpriority = 1
ctrl = 0
velset = 0,0

[State 3350, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
value = S8,2
channel = 0
volume = -200
ignorehitpause = 1
persistent = 0

[State 3350, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(53) = 0
value = S8,3
channel = 0
volume = -200
ignorehitpause = 1
persistent = 0

[State 3350, 1]
type = TargetBind
trigger1 = NumTarget(3300) >= 1
trigger1 = time = 0
ID = 3300
pos = 100,0

[State 3350, 2]
type = Projectile
trigger1 = animelemtime(31) >= 0
trigger1 = animelemtime(39) <= 0
trigger1 = random%10 = 1
projID = 3351
projanim = 3352
projscale = 1-(time%6)*0.05, 1-(time%6)*0.05
projremovetime = 18
projsprpriority = 3
offset = 75+random%15, -20
postype = p1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 3350, 2]
type = Projectile
trigger1 = animelemtime(31) >= 0
trigger1 = animelemtime(39) <= 0
trigger1 = random%10 = 1
projID = 3352
projanim = 3352
projscale = 1-(time%6)*0.05, 1-(time%6)*0.05
projremovetime = 18
projsprpriority = 3
offset = 75+random%15, -35
postype = p1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 3350, 2]
type = Projectile
trigger1 = animelemtime(31) >= 0
trigger1 = animelemtime(39) <= 0
trigger1 = random%10 = 1
projID = 3353
projanim = 3352
projscale = 1-(time%6)*0.05, 1-(time%6)*0.05
projremovetime = 18
projsprpriority = 3
offset = 75+random%15, -50
postype = p1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 3350, 2]
type = Projectile
trigger1 = animelemtime(31) >= 0
trigger1 = animelemtime(39) <= 0
trigger1 = random%10 = 1
projID = 3354
projanim = 3352
projscale = 1-(time%6)*0.05, 1-(time%6)*0.05
projremovetime = 18
projsprpriority = 3
offset = 75+random%15, -65
postype = p1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 3350, 2]
type = Projectile
trigger1 = animelemtime(31) >= 0
trigger1 = animelemtime(39) <= 0
trigger1 = random%10 = 1
projID = 3355
projanim = 3352
projscale = 1-(time%6)*0.05, 1-(time%6)*0.05
projremovetime = 18
projsprpriority = 3
offset = 75+random%15, -80
postype = p1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 3350, 2]
type = Projectile
trigger1 = animelemtime(31) >= 0
trigger1 = animelemtime(39) <= 0
trigger1 = random%10 = 1
projID = 3356
projanim = 3352
projscale = 1-(time%6)*0.05, 1-(time%6)*0.05
projremovetime = 18
projsprpriority = 3
offset = 75+random%15, -95
postype = p1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 3350, 1]
type = HitDef
trigger1 = animelemtime(31) >= 1
trigger1 = animelemtime(40) <= 1
attr = S,SA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = Light
air.animtype = Light
fall.animtype = Light
priority = 1,Hit
damage = 20
getpower = ceil(fvar(5)*40), 20
givepower = ceil(fvar(5)*13), 7
pausetime = 6, 6
guard.pausetime = 6, 6
sparkno = -1
guard.sparkno = -1
;sparkxy = -10, -20
hitsound = S0,ifelse(random <=499,2,3)
guardsound = S3, 7
ground.type = High
air.type = Low
ground.slidetime = 12
guard.slidetime = 12
ground.hittime = 12
guard.hittime = 12
air.hittime = 11
;guard.ctrltime = 0
yaccel = 0.3
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = -0.5, -2
;airguard.ctrltime = 0
air.juggle = 1
sprpriority = 1
p1facing = 1
p2facing = 1
forcestand = 0
air.fall = 1
fall.recovertime = 4
;down.velocity = -3, 0
;down.hittime = 10
;down.bounce = 1
id = 3350
hitonce = 0
kill = 1
numhits = 1
p2stateno = 3361

[State 3350, 1];ヒットスパーク（線）
type = helper
triggerall = movehit
triggerall = Numhelper(6040) <= 4
trigger1 = animelemtime(31) >= 1
trigger1 = animelemtime(40) <= 1
helpertype = normal
name = "hitspark"
ID = 6040
pos = 20-random%60,-80+random%50
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ignorehitpause=1
persistent = 10

[State 3350, 1]
type = HitDef
trigger1 = animelem = 49
attr = S,SA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = Light
air.animtype = Light
fall.animtype = Light
priority = 2,Hit
damage = 20
getpower = ceil(fvar(5)*40), 20
givepower = ceil(fvar(5)*13), 7
pausetime = 36, 36
guard.pausetime = 36, 36
sparkno = -1
guard.sparkno = -1
;sparkxy = -10, -20
hitsound = S0,6
guardsound = S3, 7
ground.type = High
air.type = Low
ground.slidetime = 12
guard.slidetime = 12
ground.hittime = 12
guard.hittime = 12
air.hittime = 11
;guard.ctrltime = 0
ground.velocity = -3, -3
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = -0.5, -2
;airguard.ctrltime = 0
air.juggle = 1
sprpriority = 1
p1facing = 1
p2facing = 1
forcestand = 0
fall = 1
fall.recover = 0
;down.velocity = -3, 0
;down.hittime = 10
;down.bounce = 1
id = 3351
hitonce = 0
kill = 1
numhits = 1

[State 3350, 1];ヒットスパーク（ドレイン）
type = helper
trigger1 = animelemtime(49) = 1
trigger1 = Numhelper(3353) <= 3
helpertype = normal
name = "hitspark"
ID = 3353
pos = -5,enemynear(0),const(size.mid.pos.y)-10+(random%21)
postype = p2
stateno = 3353
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ignorehitpause=1

[State 3350, 1];ヒットスパーク（ドレイン）
type = helper
trigger1 = animelemtime(49) = 1
trigger1 = Numhelper(3354) <= 2
helpertype = normal
name = "hitspark"
ID = 3354
pos = -5,enemynear(0),const(size.mid.pos.y)-10+(random%21)
postype = p2
stateno = 3353
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ignorehitpause=1

[State 3350, 1];ヒットスパーク（ドレイン）
type = helper
trigger1 = animelemtime(49) = 1
trigger1 = Numhelper(3355) <= 2
helpertype = normal
name = "hitspark"
ID = 3355
pos = -5,enemynear(0),const(size.mid.pos.y)-10+(random%21)
postype = p2
stateno = 3353
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ignorehitpause=1

;　 　 　 ＿＿＿＿＿
;　 　　／　　 　 　＼
;　　 ／　_ノ 　ヽ､_　＼
;　 ／oﾟ((●)) ((●))ﾟo ＼ 　ほんとはもっとエフェクト出したいんだお…
;　|　　　（__人__）　　 |
;　 ＼　   ｀ ⌒´ 　  ／

;　 　 　 ＿＿＿＿＿
;　 　　／　　 　 　＼
;　　 ／  _ノ 　ヽ､_　＼
;　 ／  oﾟ⌒　　　⌒ﾟo  ＼ 　でもposaddやveladdはｸｵﾘﾃｨ高いｵﾌﾞｼﾞｪｸﾄしか相手してくれないお…
;　|　 　 （__人__）　 　|　　
;　 ＼ 　　 ｀ ⌒´ 　 ／

;　 　　　＿＿＿＿
;　 　　／⌒　　　⌒＼
;　 　／( ●） 　(●）＼
;　 ／:::⌒(__人__)⌒:::＼ 　だからhelperでやるお！
;  |　　　　|r┬-|　 　　|
;　 ＼ 　 　 `ー'´ 　 ／



[State 3350, 2];最後のキラキラ
type = Explod
trigger1 = animelemtime(54) >= 1
trigger1 = animelemtime(55) <= 1
trigger1 = NumExplod(3356) <= 4
anim = 3356 + random%3
ID = 3356
pos = -15+random%30,-90+random%50
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1


[State 3350, 4]
type = varset
trigger1 = movehit
fv = 5
value = ifelse(fvar(5) = 1, ceil(fvar(5)*91)*0.01, ceil(fvar(5)*91)*0.01)
ignorehitpause = 1

[State 3350, 4]
type = MoveHitReset
trigger1 = movehit
ignorehitpause = 1

[State 3350, 6]
type = changestate
trigger1 = animtime = 0
value = 20009
ctrl = 0


;==========================================================================================
;獣術・陽炎A
;==========================================================================================
[Statedef 20400]
type = A
movetype = A
physics = N
velset = 0,0
anim = 3400
sprpriority = 1
ctrl = 0

[State 3400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S2,0
channel = 1
volume = -200
persistent = 0

[State 300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S8,4
channel = 0
volume = -200
ignorehitpause = 1
persistent = 0

;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "effect_kagiroi"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 3400, 1]
type = HitDef
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
attr = A,SA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 3,Hit
damage = 100,10
getpower = ceil(fvar(5)*248),124
givepower = ceil(fvar(5)*82), 41
pausetime = ceil(10*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 10, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -1, -4
guard.velocity = -8
air.velocity = -0.5, -4
airguard.velocity = -0.5, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 20
down.bounce = 0
id = 3400
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 3400, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3400, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3400, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3400, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0


[State 3400, 1]
type = veladd
trigger1 = animelemtime(7) <= 2
y = 0.48

[State 3400, 1]
type = velset
trigger1 = time = 0
x = 8
y = -6

[State 3400, 1]
type = velmul
trigger1 = animelemtime(11) >= 1
x = 0.975

[State 3400, 1]
type = veladd
trigger1 = animelemtime(8) >= 1
y = 0.8

[State 3400, 2]
type = changestate
trigger1 = pos y > 0
value = 20410
ctrl = 0


[Statedef 20410]
type = C
movetype = I
physics = C
velset = 0,0
anim = 3410
sprpriority = 1
ctrl = 0

[State 3410, 1]
type = posset
trigger1 = time = 0
y = 0

[State 3410, 2]
type = changestate
trigger1 = animtime = 0
value = 20008
ctrl = 0





;==========================================================================================
;獣術・陽炎B
;==========================================================================================
[Statedef 20500]
type = A
movetype = A
physics = N
velset = 0,0
anim = 3500
sprpriority = 1
ctrl = 0

[State 3500, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S2,1
channel = 1
volume = -200
persistent = 0

[State 3500, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S8,4
channel = 0
volume = -200
ignorehitpause = 1
persistent = 0

;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "effect_kagiroi"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 3500, 1]
type = HitDef
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(12) <= 2
attr = A,SA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 3,Hit
damage = 100,10
getpower = ceil(fvar(5)*248),124
givepower = ceil(fvar(5)*83), 41
pausetime = ceil(10*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 10, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -1, -4
guard.velocity = -8
air.velocity = -0.5, -4
airguard.velocity = -0.5, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 20
down.bounce = 0
id = 3500
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 3500, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(12) <= 2
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3500, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(12) <= 2
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3500, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(12) <= 2
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3500, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0


[State 3500, 1]
type = veladd
trigger1 = animelemtime(7) <= 2
y = 0.48

[State 3500, 1]
type = velset
trigger1 = time = 0
x = 8
y = -11.5

[State 3500, 1]
type = velmul
trigger1 = animelemtime(11) >= 1
x = 0.95

[State 3500, 1]
type = veladd
trigger1 = animelemtime(8) >= 1
y = 0.97

[State 3500, 2]
type = changestate
trigger1 = pos y > 0
value = 20510
ctrl = 0


[Statedef 20510]
type = C
movetype = I
physics = C
velset = 0,0
anim = 3510
sprpriority = 1
ctrl = 0

[State 3510, 1]
type = posset
trigger1 = time = 0
y = 0

[State 3510, 2]
type = changestate
trigger1 = animtime = 0
value = 20008
ctrl = 0





;==========================================================================================
;獣術・陽炎C
;==========================================================================================
[Statedef 20600]
type = A
movetype = A
physics = N
velset = 0,0
anim = 3600
sprpriority = 1
ctrl = 0

[State 3600, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(13) = 0
value = S2,2
channel = 1
volume = -200
persistent = 0

[State 3600, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S8,4
channel = 0
volume = -200
ignorehitpause = 1
persistent = 0

;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "effect_kagiroi"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 3600, 1]
type = HitDef
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
attr = A,SA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 3,Hit
damage = 100,10
getpower = ceil(fvar(5)*248),124
givepower = ceil(fvar(5)*83), 41
pausetime = ceil(10*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 10, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -1, -4
guard.velocity = -8
air.velocity = -0.5, -4
airguard.velocity = -0.5, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 20
down.bounce = 0
id = 3600
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 3600, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3600, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3600, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3600, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0


[State 3600, 1]
type = HitDef
trigger1 = animelemtime(14) >= 1
attr = A,SA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 3,Hit
damage = 100,10
getpower = ceil(fvar(5)*248),124
givepower = ceil(fvar(5)*83), 41
pausetime = ceil(10*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 10, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20
ground.slidetime = 20
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(26*var(26)*0.01)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -1, -4
guard.velocity = -8
air.velocity = -0.5, -4
airguard.velocity = -0.5, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(26*var(26)*0.01)
down.velocity = -3, 0
down.hittime = 20
down.bounce = 0
id = 3601
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 3600, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(14) >= 1
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3600, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(14) >= 1
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3600, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(14) >= 1
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3600, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = animelemtime(14) >= 1
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3600, 1]
type = veladd
trigger1 = animelemtime(13) <= 2
y = 0.3

[State 3600, 1]
type = velset
trigger1 = time = 0
x = 10.5
y = -13

[State 3600, 1]
type = velmul
trigger1 = 1
x = 0.98

[State 3600, 1]
type = velset
trigger1 = Animelemtime(14) >= 2
y = 15

[State 3600, 2]
type = changestate
trigger1 = pos y > 0
value = 20610
ctrl = 0


[Statedef 20610]
type = C
movetype = I
physics = C
velset = 0,0
anim = 3610
sprpriority = 1
ctrl = 0

[State 3610, 1]
type = posset
trigger1 = time = 0
y = 0

[State 3610, 2]
type = changestate
trigger1 = animtime = 0
value = 20009
ctrl = 0




;==========================================================================================
;鳥術・鵺鳥、鷂
;==========================================================================================
[Statedef 20700]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3700
sprpriority = 1
ctrl = 0

[State 3700, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 0
trigger1 = Numhelper(7050) >= 1
value = S8,ifelse(helper(7050),var(0) = 1,5,6)
channel = 0
volume = -200
ignorehitpause = 1
persistent = 0

[State 3700, 1]
type = null;posset
trigger1 = animtime = 0
trigger1 = Numhelper(7050) >= 1
trigger1 = helper(7050),var(0) = 1
trigger1 = frontedgedist < 120
x = -100

[State 3700, 1]
type = changestate
trigger1 = Numhelper(7050) >= 1
trigger1 = animtime = 0
;trigger1 = frontedgedist >= 120
value = ifelse(helper(7050),var(0) = 1,20701,20009)
ctrl = 0




;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 20701]
type    = S
physics = S
anim = 100
ctrl = 0
sprpriority = 1

[State 100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,0
channel = 1
volume = -200
persistent = 0

[State 100, 1] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 3]
type = velset
trigger1 = 1
x = 7.2*ifelse(var(1) = 5 && var(29) = 1,0.7,1)

[State 100, 4]
type = ChangeState
trigger1 = Time = 20
value = 20702


;---------------------------------------------------------------------------
; RUN_FWD_STOP
[Statedef 20702]
type = S
physics = S
anim = 101
sprpriority = 1
ctrl = 0

[State 101, 1] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 101, 3]
type = null;velmul
trigger1 = 1
x = 0.92

[State 101, 1]
type = ChangeState
trigger1 = animtime = 0
value = 20008
ctrl = 0














;==========================================================================================
;鳥術・梓弓
;==========================================================================================
[Statedef 20800]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3800
sprpriority = 1
ctrl = 0

[State 3800, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S1,3
channel = 1
volume = -200
persistent = 0

[State 3800, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S8,7
channel = 0
volume = -200
ignorehitpause = 1
persistent = 0

[State 3800, 1]
type = varset
trigger1 = time = 0
trigger1 = prevstateno = 20007
v = 20
value = 0
persistent = 0

[State 3800, 1]
type = varadd
trigger1 = time = 0
v = 20
value = 1
persistent = 0

[State 3800, 3]
type = changeanim
triggerall = animelemtime(5) = 1
triggerall = Numhelper(3810) >= 1
triggerall = Numhelper(7000) >= 1
triggerall = helper(7000),var(0) >= -5
trigger1 = var(20) = 4 && time < 250
trigger2 = helper(3810),var(1) <= 18
value = 3800
elem = 5

[State 3801, 5]
type = helper
triggerall = Numhelper(3810) >= 1
triggerall = helper(3810),var(1) >= 5
trigger1 = var(20) = 1 && (helper(3810),var(1)-5)%38 = 0
trigger2 = var(20) = 2 && (helper(3810),var(1)-5)%18 = 0
trigger3 = var(20) = 3 && (helper(3810),var(1)-5)%8 = 0
trigger4 = var(20) = 4 && (helper(3810),var(1)-5)%8 = 0
helpertype = normal
name = "ya"
ID = 3812
pos = 0,0;-42,-177
postype = p1
stateno = 3812
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0

[State 3800, 1]
type = changestate
trigger1 = animtime = 0
value = ifelse(var(20) = 4,20009,20008)
ctrl = 0


;==========================================================================================
;召喚・天狼
;==========================================================================================
[Statedef 20900]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3900
sprpriority = 1
ctrl = 0

[State 3900, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,0
channel = 0
volume = -200
ignorehitpause = 1
persistent = 0

;衝撃波
[State 3900, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha_tenrou"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 3900, 2]
type = helper
trigger1 = animelemtime(6) = 1
helpertype = normal
name = "tenrou"
ID = 3910
pos = 102,0
postype = p1
stateno = 3910
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 3900, 3]
type = changestate
trigger1 = animtime = 0
value = 20008
ctrl = 0


;==========================================================================================
;召喚・玉兎
;==========================================================================================
[Statedef 21000]
type = S
movetype = A
physics = S
velset = 0,0
anim = 4000
sprpriority = 1
ctrl = 0

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,1
channel = 0
volume = -200
ignorehitpause = 1
persistent = 0

;衝撃波
[State 4000, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha_gyokuto"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 4000, 2]
type = helper
trigger1 = animelemtime(6) = 1
helpertype = normal
name = "gyokuto"
ID = 4010
pos = 104,0
postype = p1
stateno = 4010
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 4000, 3]
type = changestate
trigger1 = animtime = 0
value = 20008
ctrl = 0


;==========================================================================================
;召喚・鈴蜂
;==========================================================================================
[Statedef 21100]
type = S
movetype = A
physics = S
velset = 0,0
anim = 4100
sprpriority = 1
ctrl = 0

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,2
channel = 0
volume = -200
ignorehitpause = 1
persistent = 0

;衝撃波
[State 4100, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha_suzubati"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 4100, 1]
type = helper
trigger1 = Animelemtime(6) = 1
helpertype = normal
name = "suzubati"
ID = 4110
pos = 66,-131
postype = p1
stateno = 4110
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 4100, 3]
type = changestate
trigger1 = animtime = 0
value = 20009
ctrl = 0


;==========================================================================================
;霊術・朝露
;==========================================================================================
[Statedef 21200]
type = S
movetype = I
physics = S
velset = 0,0
anim = 4200
sprpriority = 1
ctrl = 0

[State 4200, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 7
value = S2,3
channel = 1
volume = -200
persistent = 0

[State 4200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8,8
channel = 0
volume = -200
ignorehitpause = 1
persistent = 0

[State 4200, 1]
type = Explod
trigger1 = animelemtime(2) = 1
anim = 4202
ID = 4202
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1
removeongethit = 1
persistent = 0

[State 4200, 2]
type = LifeAdd
trigger1 = time = 1
value = -100
kill = 0
absolute = 1
persistent = 0

[State 4200, 3]
type = changestate
trigger1 = animtime = 0
value = 20009
ctrl = 0












;------------------------------------------------------------------------------------------
;聖杖・真十鏡（地上）
;------------------------------------------------------------------------------------------
[Statedef 21300]
type = S
movetype = A
physics = S
velset = 0,0
anim = 8000
sprpriority = 1
ctrl = 0

[State 8000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,8
channel = 1
volume = -200
persistent = 0

[State 8000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,3
channel = 0
volume = -200
persistent = 0

[State 8000, PlaySnd]
type = PlaySnd
trigger1 = animelemno(0) = 25
value = S9,4
channel = 0
volume = -200
persistent = 0


;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha_masokagami"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State 8000, 2];カットインエフェクト
type = Explod
trigger1 = time = 0
anim = 6103
ID = 6103
pos = 0,-72
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 8000, 2];背景1
type = Explod
trigger1 = time = 0
anim = 6101
ID = 6101
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 70
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 8000, 2];背景2
type = Explod
trigger1 = time = 0
anim = 6102
ID = 6102
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 70
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

;カットインはヘルパー

[State 8000, 3]
type = SuperPause
trigger1 = time = 0
time = 40
anim = -1
;sound = S100,1
pos = 0,0
movetime = 40
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1
persistent = 0


[State 8000, 1]
type = HitDef
trigger1 = animelemtime(7) >= 1
trigger1 = animelemtime(18) <= 1
attr = S,HP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 40,4
getpower = 0, 0
givepower = 33, 17
pausetime = 0, 10
guard.pausetime = 0, 10
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,ifelse(random <= 499,2,3)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20
ground.slidetime = 20
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(40*var(26)*0.01)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -6.5, -4
guard.velocity = -1
air.velocity = -6.5, -3.5
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(40*var(26)*0.01)
down.velocity = -3, 0
down.hittime = 20
down.bounce = 0
id = 8000
hitonce = 0
kill = 1
numhits = 1
persistent = 0
guard.dist = 300
p2facing = 1

[State 8000, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(7) >= 1
trigger1 = animelemtime(18) <= 1
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 8000, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(7) >= 1
trigger1 = animelemtime(18) <= 1
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 8000, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(7) >= 1
trigger1 = animelemtime(18) <= 1
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 8000, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = animelemtime(7) >= 1
trigger1 = animelemtime(18) <= 1
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0




[State 8000, PlaySnd]
type = PlaySnd
trigger1 = enemynear(0),stateno != [5000,5999]
trigger1 = AnimElemTime(29) >= 0
trigger1 = animelemtime(56) <= 1
value = S3,3
channel = 2
volume = -200
persistent = 5
ignorehitpause = 1


[State 8000, 1]
type = HitDef
trigger1 = AnimElemTime(29) >= 1
trigger1 = animelemtime(55) <= 1
attr = S,HP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 20,2
getpower = 0, 0
givepower = 7, 4
pausetime = 2, 10
guard.pausetime = 2, 10
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = Sifelse(hitcount%2 = 0,0,99),ifelse(random <=499,0,1)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15
ground.slidetime = 15
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*var(26)*0.01)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = 0, 0
guard.velocity = -1
air.velocity = 0, 0
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(25*var(26)*0.01)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 8000
hitonce = 0
kill = 1
numhits = 1
guard.dist = 300
nochainID = ifelse(hitcount <= 16,8001,8000)
p2facing = 1

[State 8000, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = AnimElemTime(29) >= 1
trigger1 = animelemtime(56) <= 1
trigger1 = Numhelper(6040) <= 8
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 5

[State 8000, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = AnimElemTime(29) >= 1
trigger1 = animelemtime(56) <= 1
trigger1 = movehit
trigger1 = NumExplod(6041) <= 8
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 5

[State 8000, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = AnimElemTime(29) >= 1
trigger1 = animelemtime(56) <= 1
trigger1 = movehit
trigger1 = NumExplod(6044) <= 8
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 5

[State 8000, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = AnimElemTime(29) >= 1
trigger1 = animelemtime(56) <= 1
trigger1 = NumExplod(6050) <= 8
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 10



[State 8002, 1]
type = HitDef
trigger1 = animelemtime(56) = [0,1]
attr = S,HP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = diagup
air.animtype = diagup
fall.animtype = diagup
priority = 1,Hit
damage = 20,2
getpower = 0, 0
givepower = 7, 4
pausetime = 20, 20
guard.pausetime = 20, 20
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,ifelse(random <= 499,4,5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20
ground.slidetime = 20
guard.hittime = ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(66*var(26)*0.01)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1,-13
guard.velocity = -1
air.velocity = -1,-13
airguard.velocity = -1,-13
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(66*var(26)*0.01)
down.velocity = -3, 0
down.hittime = 20
down.bounce = 0
id = 8002
hitonce = 0
kill = 1
numhits = 1
persistent = 0
envshake.time = 10
envshake.ampl = 3
p2facing = 1

[State -2, 聖杖・真十鏡（乗算）]
type = varset
trigger1 = movehit
;trigger1 = animelemtime(28) >= 0
fv = 5
value = ifelse(fvar(5) = 1, ceil(fvar(5)*91)*0.01, ceil(fvar(5)*91)*0.01)
ignorehitpause = 1

[State 8000, 4]
type = MoveHitReset
trigger1 = movehit
ignorehitpause = 1

[State 8000, 4]
type = changestate
trigger1 = animtime = 0
value = 20008
ctrl = 0







;------------------------------------------------------------------------------------------
;聖杖・真十鏡（空中）
;------------------------------------------------------------------------------------------
[Statedef 21400]
type = A
movetype = A
physics = N
velset = 0,0
anim = 8100
sprpriority = 1
ctrl = 0

[State 21400, 1]
type = posset
trigger1 = time = 0
x = floor(enemynear(0),pos x) + ifelse(facing = -1,100,-100)
y = -50
persistent = 0

[State 8100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,8
channel = 1
volume = -200
persistent = 0

[State 8100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,3
channel = 0
volume = -200
persistent = 0

[State 8100, PlaySnd]
type = PlaySnd
trigger1 = animelemno(0) = 26
value = S9,4
channel = 0
volume = -200
persistent = 0


;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha_masokagami_air"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State 8100, 2];カットインエフェクト
type = Explod
trigger1 = time = 0
anim = 6103
ID = 6103
pos = 0,-72
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 8100, 2];背景1
type = Explod
trigger1 = time = 0
anim = 6101
ID = 6101
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 70
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 8100, 2];背景2
type = Explod
trigger1 = time = 0
anim = 6102
ID = 6102
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 70
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

;カットインはヘルパー

[State 8100, 3]
type = SuperPause
trigger1 = time = 0
time = 45
anim = -1
;sound = S100,1
pos = 0,0
movetime = 45
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1
persistent = 0

[State 8100, 3]
type = velset
trigger1 = animelemtime(33) >= 0
trigger1 = animelemtime(59) <= 1
y = 0.3

[State 8100, 3]
type = velset
trigger1 = animelemtime(60) >= 0
trigger1 = animelemtime(81) <= 1
y = 0

[State 8100, 3]
type = velset
trigger1 = animelemtime(82) >= 1
y = 0.5



[State 8100, 1]
type = HitDef
trigger1 = animelemtime(10) >= 1
trigger1 = animelemtime(20) <= 1
attr = A,HP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 40,4
getpower = 0, 0
givepower = 33, 17
pausetime = 0, 10
guard.pausetime = 0, 10
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,ifelse(random <= 499,2,3)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20
ground.slidetime = 20
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(40*var(26)*0.01)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -7.5, -4
guard.velocity = -1
air.velocity = -7.5, -4
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(40*var(26)*0.01)
down.velocity = -3, 0
down.hittime = 20
down.bounce = 0
id = 8100
hitonce = 0
kill = 1
numhits = 1
persistent = 0
guard.dist = 300
p2facing = 1

[State 8100, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(10) >= 1
trigger1 = animelemtime(20) <= 1
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 8100, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(10) >= 1
trigger1 = animelemtime(20) <= 1
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 8100, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(10) >= 1
trigger1 = animelemtime(20) <= 1
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 8100, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = animelemtime(10) >= 1
trigger1 = animelemtime(20) <= 1
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0




[State 8100, PlaySnd]
type = PlaySnd
trigger1 = enemynear(0),stateno != [5000,5999]
trigger1 = AnimElemTime(30) >= 0
trigger1 = animelemtime(57) <= 1
value = S3,3
channel = 2
volume = -200
persistent = 5
ignorehitpause = 1



[State 8100, 1]
type = HitDef
trigger1 = AnimElemTime(30) >= 1
trigger1 = animelemtime(56) <= 1
attr = A,HP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 20,2
getpower = 0, 0
givepower = 7, 4
pausetime = 2, 10
guard.pausetime = 2, 10
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = Sifelse(hitcount%2 = 0,0,99),ifelse(random <=499,0,1)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15
ground.slidetime = 15
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*var(26)*0.01)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = 0, 0
guard.velocity = -1
air.velocity = 0, 0
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(25*var(26)*0.01)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 8100
hitonce = 0
kill = 1
numhits = 1
guard.dist = 300
nochainID = ifelse(hitcount <= 16,8101,8100)
p2facing = 1

[State 8100, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = AnimElemTime(30) >= 1
trigger1 = animelemtime(56) <= 1
trigger1 = Numhelper(6040) <= 8
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 5

[State 8000, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = AnimElemTime(30) >= 1
trigger1 = animelemtime(56) <= 1
trigger1 = movehit
trigger1 = NumExplod(6041) <= 8
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 5

[State 8000, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = AnimElemTime(30) >= 1
trigger1 = animelemtime(56) <= 1
trigger1 = movehit
trigger1 = NumExplod(6044) <= 8
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 5

[State 8000, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = AnimElemTime(30) >= 1
trigger1 = animelemtime(56) <= 1
trigger1 = NumExplod(6050) <= 8
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 10



[State 8100, 1]
type = HitDef
trigger1 = animelemtime(57) = [0,1]
attr = A,HP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 1,Hit
damage = 20,2
getpower = 0, 0
givepower = 7, 4
pausetime = 26, 26
guard.pausetime = 26, 26
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,ifelse(random <= 499,4,5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20
ground.slidetime = 20
guard.hittime = ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(66*var(26)*0.01)
;guard.ctrltime = 0
;airguard.ctrltime = 0
;yaccel = 0
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = -1, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recover = 0
;fall.recovertime = ceil(66*var(26)*0.01)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 8102
hitonce = 0
kill = 1
numhits = 1
persistent = 0
envshake.time = 10
envshake.ampl = 3
p2facing = 1

[State 8100, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(57) = [0,1]
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 8000, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(57) = [0,1]
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 8000, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(57) = [0,1]
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 8000, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = animelemtime(57) = [0,1]
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0



[State 8100, 3]
type = targetstate
trigger1 = NumTarget(8102) >= 1
trigger1 = Target(8102),ishelper = 0
trigger1 = movehit
value = 1630
ID = 8102
persistent = 0

[State 8100, 3]
type = targetvelset
trigger1 = NumTarget(8102) >= 1
trigger1 = Target(8102),ishelper = 0
trigger1 = movehit
x = -1
y = 13
ID = 8102
persistent = 0


[State -2, 聖杖・真十鏡（乗算）]
type = varset
trigger1 = movehit
trigger1 = Numtarget(8102) = 0
fv = 5
value = ifelse(fvar(5) = 1, ceil(fvar(5)*91)*0.01, ceil(fvar(5)*91)*0.01)
ignorehitpause = 1

[State -2, 聖杖・真十鏡（乗算）]
type = varset
trigger1 = movehit
trigger1 = Numtarget(8102) >= 1
fv = 5
value = ifelse(fvar(5) = 1, ceil(fvar(5)*91)*0.01, ceil(fvar(5)*91)*0.01)
persistent = 0
ignorehitpause = 1

[State 8100, 4]
type = MoveHitReset
trigger1 = movehit
trigger1 = Numtarget(8102) = 0
ignorehitpause = 1

[State 8100, 4]
type = changestate
trigger1 = animtime = 0
value = 20009
ctrl = 0


;空投げ敵
[Statedef 8130]
type = A
movetype= H
physics = N
ctrl = 0
sprpriority = 1

[State 8130, 1]
type = changeanim2
trigger1 = time = 0
value = 1630
persistent = 0

[State 8130, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 8130, 1]
type = changestate
trigger1 = pos y >= 0
value = 8131

[State 8130, 2]
type = posset
trigger1 = time >= 100
y = 0
[State 8130, 2]
type = velset
trigger1 = time >= 100
x = 0
y = 0
[State 8130, 2]
type = selfstate
trigger1 = time >= 100
value = 5100
ctrl = 0


[Statedef 8131]
movetype= H
ctrl = 0
sprpriority = 1
velset = 0,0
anim = 5100

[State 8131, 1]
type = PosFreeze
trigger1 = anim = 5100
value = 1

[State 8131, 2]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = 4
persistent = 0

[State 8131, 3]
type = changeanim2
trigger1 = time >= 10
value = 1630
persistent = 0

[State 8131, 3]
type = velset
trigger1 = anim = 1630
x = -0.5
y = -7
persistent = 0

[State 8131, 3]
type = veladd
trigger1 = anim = 1630
y = 0.3

[State 8131, 4]
type = selfstate
trigger1 = time >= 30
value = 5040




;------------------------------------------------------------------------------------------
;解放・射干玉
;------------------------------------------------------------------------------------------
[Statedef 21500]
type = S
movetype = I
physics = S
velset = 0,0
anim = 8200
sprpriority = 1
ctrl = 0

[State 8200, 1]
type = varset
trigger1 = time = 0
trigger1 = prevstateno = 20007
v = 20
value = 1
persistent = 0

[State 8200, 1]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 20008
v = 20
value = 1
persistent = 0

[State 8200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,8
channel = 1
volume = -200
persistent = 0

[State 8200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,5
channel = 0
volume = -200
persistent = 0

[State 8200, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(8) = 1
value = S2,6
channel = 4
volume = -200
persistent = 0

[State 8200, 2];カットインエフェクト
type = Explod
trigger1 = time = 0
anim = 6103
ID = 6103
pos = 0,-72
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 8200, 2];背景1
type = Explod
trigger1 = time = 0
anim = 6101
ID = 6101
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 70
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 8200, 2];背景2
type = Explod
trigger1 = time = 0
anim = 6102
ID = 6102
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 70
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

;カットインはヘルパー

[State 8200, 3]
type = SuperPause
trigger1 = time = 0
time = 40
anim = -1
;sound = S100,1
pos = 0,0
movetime = 40
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1
persistent = 0

[State 8200, 4]
type = helper
trigger1 = animelemtime(8) = 1
trigger1 = Numhelper(8210) = 0
helpertype = normal
name = "tyou_big"
ID = 8210
pos = 2,-85
postype = p1
stateno = 8210
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State 8200, 5]
type = changestate
trigger1 = animtime = 0
value = ifelse(var(20)=3,20009,20008)
ctrl = 0




;------------------------------------------------------------------------------------------
;鳥獣・五百重波
;------------------------------------------------------------------------------------------
[Statedef 21600]
type = S
movetype = A
physics = S
velset = 0,0
anim = 8300
sprpriority = 1
ctrl = 0

[State 8300, 1]
type = width
trigger1 = 1
edge = 0,44

[State 8300, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,8
channel = 1
volume = -200
persistent = 0

[State 8300, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,6
channel = 0
volume = -200
persistent = 0

[State 8300, 2];カットインエフェクト
type = Explod
trigger1 = time = 0
anim = 6103
ID = 6103
pos = 0,-72
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 8300, 2];背景1
type = Explod
trigger1 = time = 0
anim = 6101
ID = 6101
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 70
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 8300, 2];背景2
type = Explod
trigger1 = time = 0
anim = 6102
ID = 6102
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 70
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

;カットインはヘルパー

[State 8300, 3]
type = SuperPause
trigger1 = time = 1
time = 45
anim = -1
;sound = S100,1
pos = 0,0
movetime = 45
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1
persistent = 0

[State 8300, 4]
type = changestate
trigger1 = enemynear(0),movetype = H
trigger1 = enemynear(0),stateno = 8311 || enemynear(0),stateno = 8312
value = 21650
ctrl = 0

[State 8300, 4]
type = changestate
trigger1 = animtime = 0
value = 20009
ctrl = 0


;ヒット後の本体
[Statedef 21650]
type = S
movetype = I
physics = S
velset = 0,0
anim = 8350
sprpriority = 1
ctrl = 0

[State 8350, 1]
type = varset
trigger1 = time = 0
v = 20
value = 0
persistent = 0

[State 8350, 1]
type = PlaySnd
trigger1 = animelemtime(4) = 6
value = S6, 3
channel = 0
volume = -200
persistent = 0

[State 8350, 1]
type = PlaySnd
trigger1 = animelemtime(43) = 1
value = S9, 7
channel = 0
volume = -200
persistent = 0

[State 8350, 1]
type = LifeAdd
trigger1 = animelemtime(43) = 1
value = -4
kill = 0
absolute = 1
persistent = 0

[State 8350, 1]
type = width
trigger1 = 1
edge = 0,74

[State 8350, 3]
type = helper
trigger1 = Animelemtime(5) = 0
helpertype = normal
name = "hayata"
ID = 8360
pos = 0,0
postype = p1
stateno = 8360
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 8350, 4];ヒットスパーク
type = Explod
trigger1 = animelemtime(43) = 0
anim = 6001+random%4
ID = 6001
pos = -70,-31
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 8350, 2]
type = changestate
trigger1 = Numhelper(8360) >= 1
trigger1 = helper(8360),animelemno(0) = 25
trigger1 = helper(8360),movehit
value = 21655

[State 8350, 2]
type = changestate
trigger1 = Numhelper(8370) >= 1
trigger1 = helper(8370),movehit >= 10
value = 20009
ctrl = 0


[Statedef 21655]
type = S
movetype = I
physics = S
velset = 0,0
anim = 8355
sprpriority = 1
ctrl = 0

[State 8355, 1]
type = varset
trigger1 = time = 0
v = 20
value = 0
persistent = 0

[State 8355, 1]
type = varadd
trigger1 = 1
v = 20
value = 1

[State 8355, 1]
type = width
trigger1 = 1
edge = 0,74

[State 8355, 1]
type = screenbound
trigger1 = 1
value = 0

[State 8355, 1]
type = AssertSpecial
trigger1 = var(20) >= 40
flag = invisible

[State 8355, 2];背景1
type = Explod
trigger1 = Numhelper(8360) >= 1
trigger1 = helper(8360),animelemtime(28) >= 18
anim = 8365
ID = 8365
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1, 1
sprpriority = 7
ownpal = 1
ontop = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 8355, 2];背景2
type = Explod
trigger1 = Numhelper(8360) >= 1
trigger1 = helper(8360),animelemtime(28) >= 18
anim = 8366
ID = 8366
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 1, 1
sprpriority = -3
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0


[State 8355, 3]
type = helper
trigger1 = var(20) = 70
helpertype = normal
name = "husumi_nise1"
ID = 8371
pos = 40,0
postype = back
stateno = 8371
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 8355, 3]
type = helper
trigger1 = var(20) = 80
helpertype = normal
name = "husumi_nise2"
ID = 8372
pos = 320,-220
postype = back
stateno = 8371
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 8355, 3]
type = helper
trigger1 = var(20) = 90
helpertype = normal
name = "husumi_nise3"
ID = 8373
pos = 0,-90
postype = back
stateno = 8371
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 8355, 3]
type = helper
trigger1 = var(20) = 100
helpertype = normal
name = "husumi_nise4"
ID = 8374
pos = 320,-20
postype = back
stateno = 8371
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 8355, 3]
type = helper
trigger1 = var(20) = 110
helpertype = normal
name = "husumi_nise5"
ID = 8375
pos = 40,-240
postype = back
stateno = 8371
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 8355, 3]
type = helper
trigger1 = var(20) = 120
helpertype = normal
name = "husumi_nise6"
ID = 8376
pos = 320,-130
postype = back
stateno = 8371
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 8355, 3]
type = helper
trigger1 = var(20) = 130
helpertype = normal
name = "husumi_nise7"
ID = 8377
pos = 200,0
postype = back
stateno = 8371
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 8355, 3]
type = helper
trigger1 = var(20) = 140
helpertype = normal
name = "husumi_nise8"
ID = 8378
pos = 170,-240
postype = back
stateno = 8371
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0



[State 8355, 3]
type = helper
trigger1 = var(20) = 180
helpertype = normal
name = "husumi_nise9"
ID = 8379
pos = 30,0
postype = back
stateno = 8371
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 8355, 3]
type = helper
trigger1 = var(20) = 180
helpertype = normal
name = "hayata_nise"
ID = 8370
pos = 320,60
postype = back
stateno = 8370
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State -2, 1]
type = ReMoveExplod
trigger1 = var(20) >= 215
ID = 8366

[State 8355, 1]
type = changestate
trigger1 = var(20) >= 215
;trigger1 = Numhelper(8370) >= 1
;trigger1 = helper(8370),movehit = 10
value = 20009
ctrl = 0




;******************************************************************************************
;クリティカルハート************************************************************************
;------------------------------------------------------------------------------------------
;封呪・鳴神
;------------------------------------------------------------------------------------------
[Statedef 21700]
type = S
movetype = A
physics = S
velset = 0,0
anim = 8400
sprpriority = 1
ctrl = 0

[State 8400, 1]
type = varset
trigger1 = time = 0
v = 20
value = 0

[State 8400, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,10
channel = 1
volume = -200
persistent = 0

[State 8400, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10,0
channel = 0
volume = -200
persistent = 0

[State 8400, 2];カットインエフェクト
type = Explod
trigger1 = time = 0
anim = 6103
ID = 8400
pos = 0,-72
postype = p1
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 8400, 2];背景1
type = Explod
trigger1 = time = 0
anim = 6101
ID = 8400
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 8400, 2];背景2
type = Explod
trigger1 = time = 0
anim = 6102
ID = 8400
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

;カットインはヘルパー

[State 8400, 3]
type = SuperPause
trigger1 = time = 0
time = 70
anim = -1
;sound = S100,1
pos = 0,0
movetime = 70
darken = 0
p2defmul = 1
poweradd = -3000
unhittable = 1
persistent = 0

[State 8400, 4]
type = StateTypeSet
trigger1 = Animelemtime(2) = 0
Statetype = A
Physics = N

[State 8400, 4]
type = velset
trigger1 = Animelemtime(2) = 0
x = 1.75
y = -4.4

[State 8400, 4]
type = veladd
trigger1 = Animelemtime(2) >= 0
trigger1 = animelemtime(10) <= 4
y = 0.16

[State 8400, 4]
type = StateTypeSet
trigger1 = Animelemtime(11) = 0
Statetype = S
Physics = S
[State 8400, 4]
type = velset
trigger1 = Animelemtime(11) = 0
x = 0
y = 0
[State 8400, 4]
type = posset
trigger1 = Animelemtime(11) = 0
y = 0

[State 8400, 1]
type = NotHitBy
trigger1 = animelemtime(9) <= 1
value = SCA

[State 8400, 1]
type = HitDef
trigger1 = animelemtime(9) = [0,1]
attr = A,HA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 5,Hit
damage = 0
getpower = 0, 0
givepower = 33, 17
pausetime = 0, 0
guard.pausetime = 10, 10
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,3
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20
ground.slidetime = 20
guard.hittime = ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(40*var(26)*0.01)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -3.5, -4
guard.velocity = -1
air.velocity = -3.5, -3.5
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 0
fall.recovertime = ceil(40*var(26)*0.01)
down.velocity = -3, 0
down.hittime = 20
down.bounce = 0
id = 8400
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 8400, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) = [0,1]
trigger1 = movehit
anim = 6031 + random%4
ID = 6031
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 8400, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = animelemtime(9) = [0,1]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 8400, 6]
type = TargetState
trigger1 = NumTarget(8400) >= 1
trigger1 = movehit
value = 8450
ID = 8400
persistent = 0

[State 8400, 6]
type = TargetBind
trigger1 = NumTarget(8400) >= 1
trigger1 = movehit
pos = 85,0
ID = 8400
persistent = 0

[State 8400, 7]
type = changestate
trigger1 = NumTarget(8400) >= 1
trigger1 = movehit
value = 21701

[State 8400, 7]
type = changestate
trigger1 = animtime = 0
value = 20009
ctrl = 0




[Statedef 21701];開始
type = S
movetype = A
physics = S
velset = 0,0
anim = 8401
sprpriority = 1
ctrl = 0

[State 8401, 1]
type = posset
trigger1 = time = 0
y = 0

[State 8401, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 8401, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 8401, 1]
type = varadd
trigger1 = time = 0
v = 20
value = 1
persistent = 0

[State 8401, 2]
type = changestate
trigger1 = animtime = 0
trigger1 = var(20) = 1
value = 21702


[Statedef 21702];4
type = S
movetype = A
physics = S
velset = 0,0
anim = 8402
sprpriority = 1
ctrl = 0

[State 8402, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 8402, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 8402, 1]
type = Playsnd
trigger1 = time = 0
value = S10,var(20)
channel = 0
volume = -200
persistent = 0

[State 8402, 2]
type = Explod
trigger1 = time = 0
anim = 8421
ID = 8421
pos = ifelse(facing = 1,-1,1)*20, var(20)*15
postype = front
facing = ifelse(facing = 1,1,-1)
bindtime = 1
vel = ifelse(facing = 1,-20,20), 0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1.5, 0.5
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 8402, 3]
type = varadd
trigger1 = time = 0
v = 20
value = 1
persistent = 0

[State 8402, 4]
type = changestate
trigger1 = animtime = 0
trigger1 = var(20) = 2 || var(20) = 4 || var(20) = 6 || var(20) = 8
value = 21703

[State 8402, 4]
type = changestate
trigger1 = animtime = 0
trigger1 = var(20) = [10,11]
value = 21704



[Statedef 21703];2
type = S
movetype = A
physics = S
velset = 0,0
anim = 8403
sprpriority = 1
ctrl = 0

[State 8403, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 8403, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 8403, 1]
type = Playsnd
trigger1 = time = 0
value = S10,var(20)
channel = 0
volume = -200
persistent = 0

[State 8403, 2]
type = Explod
trigger1 = time = 0
anim = 8422
ID = 8422
pos = ifelse(facing = 1,-1,1)*var(20)*15,20
postype = front
facing = ifelse(facing = 1,1,-1)
bindtime = 1
vel = 0, 20
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 1.5
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 8403, 3]
type = varadd
trigger1 = time = 0
v = 20
value = 1
persistent = 0

[State 8403, 4]
type = changestate
trigger1 = animtime = 0
trigger1 = var(20) = 3 || var(20) = 5 || var(20) = 7 || var(20) = 9
value = 21702



[Statedef 21704];攻撃開始
type = S
movetype = A
physics = S
velset = 0,0
anim = 8404
sprpriority = 1
ctrl = 0

[State 8404, 1]
type = Playsnd
trigger1 = time = 0
trigger1 = var(20) = 10
value = S10,10
channel = 0
volume = -200
persistent = 0

[State 8404, 1]
type = Playsnd
trigger1 = animelemtime(5) = 1
value = S10,11
channel = 1
volume = -200
persistent = 0

[State 8404, 2]
type = NotHitBy
trigger1 = var(20) = 10
value = SCA

[State 8404, 1];避雷針
type = Explod
trigger1 = animelemtime(5) = 1
trigger1 = var(20) = 10
anim = 8423
ID = 8423
pos = 0,0
postype = p1
facing = 1;ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 8404, 1];魔方陣3
type = Explod
trigger1 = animelemtime(5) = 1
anim = 8426
ID = 8426
pos = 120,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1, 0.3
sprpriority = -1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 8404, 1];魔方陣2
type = Explod
trigger1 = animelemtime(5) = 1
anim = 8425
ID = 8425
pos = 120,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1, 0.3
sprpriority = -1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 8404, 1];魔方陣1
type = Explod
trigger1 = animelemtime(5) = 1
anim = 8424
ID = 8424
pos = 120,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1, 0.3
sprpriority = -1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 8404, 1]
type = helper
trigger1 = Numhelper(8430) = 0
trigger1 = animelemtime(5) = 21
helpertype = normal
name = "narukami"
ID = 8430
pos = 120,0
postype = p1
stateno = 8430
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State 8404, 5]
type = changestate
trigger1 = animtime = 0
value = 20009
ctrl = 0



